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| Gemstone12-07-05, 08:14 AM | Aloon's Epic Spell Compendium: Volume 2: Dweomer archmagi Arcanum (Archmage's Compendium) This is a collection of epic spells from DC 40 and above. The spells posted within may cause madness if you read them, but Aloon (and the poster Gemstone) is not responsible for any summoning of demons or likwise caused by this spell. Remember, Aloon will not go gently with those who steal his work... or others. Please hone those who created these spells if you use them :D Template for Epic spells: Please, when you post on this thread, use this template. It's much easier for me to Quote you and add your spells to the index if you do so :) Spell Name Spell type and subtype Spellcraft DC: Components: Casting Time: Range: Area: Duration: Saving Throw: Spell Resistance: To develop: gp; days; XP; Seed:; Factors:; Mitigating factors:; <Effect> Material Component: XP cost: <Fluff> By Contest Winner: RAPHAIM Transmutation Spellcraft DC: 116 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: Personal, plus summons five Storm Giants. Duration: Permanent; 20 hours for Storm Giants Saving Throw: Fortitude negates (see text) Spell Resistance: Yes To develop: 1,044,000gp; 21 days; 41,760XP; Seed: Transform (DC 21), Summon (DC 14) Destroy; Factors: increase size to huge (DC +6), transform into outsider (DC +5), transform into specific creature (+25), retain memory (ad hoc +25), aquire all extraordinary and supernatural abilities of a titan (DC +50*), new form has 20 HD (DC +10), summon creature other than outsider (DC +10), summon creature with challenge rating 13 (DC +22), summon 5 of same creature (DC +128); Mitigating factors: Caster burns 20,000xp (-200); This spell transforms the caster into a titan whilst retaining his own memeroies (including levels feats skills etc. Effectively all that changes is the casters race, add the caster’s classes on top of the titan’s HD to get the final product) Material Component: None XP cost: 20,000xp The caster’s body begins to grow attaining titanic proportions in a matter of moments, however this is but the beginning. As the caster grows in size so too does his power as he casts aside his human body and transforms into a titan! With such power comes five Storm Giants who arrive to usher in the new titan’s reign. By Draegun Fury Honor Spots: The Stormlord's Rage Evocation (electricity) Spellcraft DC: 270 Components: V, S Casting Time: 10 hours, 11 minutes Range: 300 ft. Area: 4 100ft cubes (200ft. x 200ft) Duration: Permanent Saving Throw: Reflex for half Spell Resistance: Yes To Develop: 2,430,000gp, 49 days, 97,200 XP; Seeds: energy (electricity, DC 19), energy (weather, DC 25); Factors: change area to cubes (+2), increase area by 1,900% (+76), permanent (x5); Mitigating Factors: Increase casting by 10 minutes (-20), increase casting by 10 hours (-20), burn 20,000 XP (-200). This spell, a curse from Talos, manifests in a terrible, electrifying thunderstorm that takes 10 minutes to fully manifest. Up to 4 100 ft. cubes (an area 200ft x 200ft) can be affected and everything within the area takes 10d6 electricity damage per round. The electrical storm persists indefinitely until dispelled. By Karsus the Mad The Spell Compendium: Amaunator’s Eternal Sun Evocation[light] Spellcraft DC: 35 Components: V, S, XP, Ritual Casting Time: 11 min Range: 12000 ft Target: 1 sphere of light visible from 150 miles Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 315000 gp, 7 days, 12600 xp; Seeds: Light **(DC 19), energy(fire)(DC 19), delude(DC 14); Factors: increase range 12000 ft(DC + 40), increase light radius 92 ft(round up to 120 ft)(DC + 4), add thermal aspect(DC + 2), make permanent(DC x 5); Mitigating Factors: Increase casting time 10 min(DC – 20), ritual(12 spellcaster 5th lvl)(DC – 108), ritual(12 spellcaster 4th lvl)(DC – 84), ritual(34 spellcaster 1st lvl)(DC – 34), spellcaster lose 10 prepared slots *(DC – 50), require feat(initiate of Amaunator) *(DC – 12), require feat (heretic of faith(Risen sun)) *(DC – 12), lose spellcasting ability(6 days) *(DC – 60), burn 7500 xp(DC – 75); When this spell is cast, it creates a miniature sun more than 2 miles above the point of casting which hides the true sun from anyone able to see the false sun (anyone within 150 miles of the caster’s location at the time of casting). The sun’s apparent size( the same as the real sun, subtending about 0,5 degrees in the sky) stays the same regardless of a viewer’s distance from it. This has the effect of making it seem to be permanently as bright as high noon within the spell’s area( although the actual position of the false sun is gradually lower in the sky as a viewer moves away from the point of casting, eventually sinking below the horizon once the viewer is more than 150 miles away). The Eternal Sun replicates every effect of the real sun (including the ability to harm creatures sensible to sunlight and allowing plant life to grow). XP Costs: 7500 xp NOTE: factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia Arcanus' Magnificient Sanctum Conjuration (CreatioN) Spellcraft DC: 131 Components: V, S, M, XP Casting Time: 7 days (24 hours per day) Range: 180 ft. (see text) Effect: Creates a Demiplane from the etheral plane Duration: Instantaneous Saving Throw: None Spell Resistance: No To develop: 1.170.000 gp; 24 days; 47.160 XP; Seed:Conjure (DC 21), Genesis (DC 81); Factors: Increase plane radius to 1800 ft. (+90 DC), Create additional 30 cubic foot of material (+60 DC), Shape into a minor mansion (Ad-hoc +10 DC); Mitigating factors: Costly material component (Ad-hoc -10 DC), Burn 10.000 XP (-100 DC), Increas casting time by 4 minutes (-4 DC), Increase casting time by 7 days (-7 DC), Sacrifice creature of CR 20 (Ad-hoc -10 DC); Upon the completion of this spell, the casters eyes flare greatly and send two beams of power straight into his two hands. These two hands join together and a small orb of raw energy is created. This orb rapidly expands to the size of the casters head, which then send it forth into the ethereal plane. There, it suddenly seems to collapse into it and then burst outward as a new plane is created. This plane has a radius of 1800 ft. and has the same trait as the material plane. The plane is a barren wasteland with a shape that the caster chose, and so he must bring life here on his own (although a plane left alone long enough may develop its own life forms. In the middle of the plane however, is a minor mansion was the caster can live. To cast this spell, you must sacrifice a creature of no less than CR 20. If you chose to sacrifice a creature of a CR higher than 20, the radius of the plane you create increase with another 180 ft. for each extra 20 CR you sacrifice. Material Component: A large crystalline sphere worth 25.000 gp Sacrificial Componnt: A creature of no less than CR 20 XP cost: 10.000 XP By Gemstone Armor of Heroes Abjuration Spellcraft DC: 89 Components: V, S Casting Time: 1 minute Range: Touch Target or Effect: Touched creature or object of 500 lb. or less Duration: 24 hours Saving Throw: None Spell Resistance: Yes [Seed: Ward (14), added bludgeoning warding (+4), reduced weight to 500 lbs (ad hoc -20), increased absorption to 20 damage (+30)], [Seed: Armor (14), increase armor bonus to 5 (+2)], [Seed: Fortify (17), increase Constitution bonus to +5 (+8)], [1-action cast time (+20)] Armor of Heroes absorbs the first 20 points of each piercing, slashing, and bludgeoning damages that the target would receive in one round. Armor of Heroes also grants a +5 armor bonus to AC, but it doesn’t cause spell failure, armor check penalty, or encumbrance. Finally, Armor of Heroes grants the target a +5 enhancement bonus to Constitution. By Secrets Untold Arrows Of Art(elven high magic) Illusion(shadow) Spellcraft DC: 38 Components: V, S, XP Casting Time: 1 hour 10 min Range: touch Effect: 20 arrows in a quiver Duration: 24 hours / until discharged Saving Throw: depends on spell imbued Spell Resistance: depeneds on spell imbued To Develop: 342000 gp, 57 days, 13680 xp; Seeds: shadow(DC 23); Factors: replicate 7th lvl spell(variable, chosen at casting time)(DC + 30), spells come from 3 different schools(DC + 6), choose spell at casting time ***(ad hoc DC + 10), increase duration to 24 hours(DC + 46), contingent activation(DC + 25); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 1 hour *(DC – 2), expend 4 prepared slots *(DC – 20), burn 3000 xp(DC – 30), lose 1 str point *(DC – 20), additional research time 50 days *(DC – 10); One of the few combat-oriented High Magics, this ritual allows the High Mage to enspell a quiver of 20 arrows with one effect noted below. These enchantments last for 24 hours after the completion of the hour-long ceremony, and the arrows. magic can be cancelled only by wish and limited wish spells. Often, word of an impending battle will prompt at least one or two quivers of arrows to be prepared, and the akh’velahrn divide the arrows among their archers’ ranks to provide a unified effect across the battlefield. The spell effects vary according to the situation and the ritual’s exact performance, but the arrow always delivers its standard damage to a struck living target regardless of other effects. Five effects can aid elven forces on the battlefield: . Dispel arrows will, upon contact with a specified magical field or effect, cancel that effect as a 20th-level wizard; these are used in battle against spellcasters who use shields and other defences to prevent enemy missile and spell fire against them. If targeted on an item of less than artifact status, these arrows can cancel an item’s effects or function for 1 round. . Snuff arrows act like an affect normal fires spell on contact, though their only effect is to extinguish any normal fires (of up to 5. radius from point of impact) or reduce the strength/damage of magical fires by half. These are, by far, the most common of the ol’iirtal’eithunna, and they are used with great effectiveness against ogres (and dragons) who hope to burn Cormanthor down around the elves. . Eagles. Mark arrows act as magic missiles, homing in on a target unerringly to deliver 1d6 points of damage. There is a limitation to this magic that allows only two of these to hit any one creature in 24 hours; any more arrows of this enchantment targeting the same creature will merely burn up a few feet from the target. The elves know this limitation, and thus always use these arrows to break charges by orc hordes, selecting key figures whose injuries can slow their thunderous advance. . Targeting arrows crackle an ominous purple, and deliver their damage and a mystical signature upon contact with the target. The following round, the elves may use a key word named by the casting High Mage to make the affected target the focus of their spells, regardless of whether the target is within the spell’s range. This allows elven mages the chance to launch spells into battle without worry of interfering with or affecting their own troops or spellcasters. . Message arrows, when they contact either a target or a hard surface, deliver their damage and a message of 30 words or less from the archer. This audible message can be heard easily by any creatures within a 10. radius of impact. Spells or auditory powers cannot be used with these arrows, though an elven war cry emanating around wounded opponents has sometimes been enough to cause a rout or a resurgence of hope to battle-trapped elves as they hear a message telling them of reinforcements. ***: the chosen spell must be taken from this list: Greater Dispel Magic, Empowered Magic Missile, Whispering Wind, Fire Immunity, limited wish(triple spell range when targeting marked foe) XP Costs: 3000 xp NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 by lavekkia Aunsűr's Truefire Evocation [Fire] Spellcraft DC: 78 Components: V, S, M, XP Casting time: 1 action Range: Touch Target: One touched creature Duration: Instantaneous Saving throw: Fortitide half (fire), negates (other effects) (DC +15) Spell resistance: Yes To develop: 702,000 gp; 15 days; 28,080 XP. Seed: energy(DC 19), afflict(DC14), dispell(DC 19) Factors: Increase damage to 30d6 (+40 DC), -10 ability damage to strength, dexterity, constitution (+120 DC), senses affected: sight, hearing, scent (+6 DC), all skin related senses (ad hoc +6),+ 30 to dispell check (+30 DC), change from Area to touch (+4 DC), substitute save [Fortitude] (ad hoc +2 DC), descriptor reduction [Mind-affecting] (ad hoc +7 DC), +15 to DC of subject’s save (+30 DC), one action casting time (+20 DC), spell surpasses fire resistances other than natural (ad hoc +20 DC) Mitigating factors: fire immunity surpreses all effects (-54 DC), creature immunity [Construct, Elemental, Undead] (-49 DC), 8d6 backlash damage (-8 DC), burn 14.200 XP while casting (-142 DC), expensive material component (ad hoc -6 DC) "Aunsűr, the Archmage of the Echani enclave was a mage bent on fire. From his early days he toddled with it, developing ever more powerfull spells that exploit it. During his exploration of the debilitating effects of intense fire, he was led to the conclusion that fire, if intensified enough, and by the right methods, is capable of even disrupting the structure of the Weave. However, finding it difficult to channel all of fire's effects into a ranged attack, Aunsűr started experimenting with the natural combustability of numerous lifeforms. Finding out he could set allmost any creature alight with a spellbearing touch, it was not long before he manipulated mastering such flames into what he liked to call Truefire." Excrept from the "Flames through the ages, an insight into arcane fire" by Elhen Sorwalis, head libraran of Neverwinter library, DR 1210 Truefire is a spell that uses the natural combustability of creatures as a "power source". Unlike other fire damaging spells, Truefire acts from within, burning at the target's bones, innards, muscles and skin, damaging the target for 30d6 points of fire damage, while simultanously giving him a -10 ability damage to all his phisycal characteristics [strength, dexterity, constitution respectfully][the ability damage isn't subject to Heal or Restoration but it can be removed by a correctly worded Wish or Miracle ] from the fire. All skin related senses are virtually destroyed by the fire, along with vision, hearing and any ability of scent. The fire is intensifided to such a degree that it's energy disrupts the weave, effectively dispelling most of the spells active on the target [dispell check 40+d20 agains 11+ CL]. Should a creature succed in exerting it's self to such a degree, managing to dull the flames Truefire lit within him [making it's Fortitude save at DC +15] , it takes half of the damage from the fire, but the "inner flames" do not spread far enough as to effect it's abbilities. As anything this powerfull, this has it's downsides. Due to specific nature, some creatures [Constructs, Elementals, Undead respectfully] are immune to Truefire. Also, creatures with natural [only natural, Truefire surpasses all others] fire immunity are also imune to all effects of Truefire. Towards the caster, Truefire is very draining, as for the mind [14.200 XP] so for the body [8d6 backlash damage] Material component: Destilled red dragon blod (ancient or older) (80,000gp) [the finger making the touch attack must be dipped in it] XP Cost: 14.200 XP Azreal's Mechanical Summons Illusion (shadow) Spellcraft DC: 51 Components: V, S, XP Casting Time: 10 hours, 11 minutes Range: 0 feet Effect: Creates 1 greater fantastic machine/level Duration: 1 hour/level Saving Throw: Will disbelief (harmless) Spell Resistance: Yes (harmless) To Develop: 459,000gp, 10 days, 18,360 XP; Seeds: shadow (DC 23); Factors: duplicate greater fantastic machine (+50); volume level dependent (+25), duration level dependent (+25); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), burn 2,700 XP (-27), can only be cast by Lantanese artificers (-5) Azreal's mechanical summons was invented by the Lantanese artificer Azreal of Lantan, the "Technomancer", for largescale constructions such as mines, smelting factories, etc, and creates one illusory, many-armed, noisy mechanical construct of impressively massive appearance per caster level. The caster can concentrate on controlling the machines or specify a simple program, such as mine for specific minerals in an area, collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. Each machine can perform only fairly simple physical tasks. Directing the actions of the machines is a standard action for you. You can direct any of the machines, or all them at once. The machines always act on your turn in the initiative order. Except where noted below, the machines function as Large (tall) animated objects constructed from adamantine. They trundle over the ground at a speed of 60 feet. They can swim or fly at a speed of 20 feet (poor maneuverability). Each machine has 16 HD, 88 hit points, an Armor Class of 20 (-1 size, +11 natural). Their saving throw bonuses are Fortitude +5, Reflex +5, and Will +0. The machines have a Strength score of 22. A medium load for each machine is up to 520 pounds, a medium load is 521 to 1,040 pounds, and a heavy load is 1,041 to 1,560 pounds. The machines can fly or swim only when lightly loaded. Each machine can lift a weight of up to 3,120 pounds to a height of 15 ft. They can push or drag 7,800 pounds each. They can each excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5 foot space in 1 round). They can excavate sand or loose soil at twice that rate. The machines make slam attacks with an attack bonus of +17/+12 for 1d8+9 points of damage. They deal triple slam damage (3d8+27) against stone or metal. The machines can hurl Small rocks (if any are at hand) with an attack bonus of +12/+7. Their range increment is 150 feet, and they can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage. XP Cost: 2,700 XP By Karsus the Mad Buried Treasure Transmutation Spellcraft DC: 61 Components: V,S Casting Time: 1 Action Range: 300 ft Area: one 10ft cube Duration: Permanent Saving Throw: Fort Negates Spell Resistance: Yes To develop: 549,000gp; 11 days; 21960 Xp; Seed: Transform (DC 21); Factors: Transform living creature into a nonmagical, inanimate object (DC +10), Transformation involving Stone (Hardness 8) (DC +4), 1 action casting time, Change area to 4- 10ft cubes; Mitigating Factors: Reduce Area to one 10ft cube (adhoc DC –8); This Spell Transforms a 10ft cube of space into a nonmagical, inanimate 10ft cube of stone. If a creature occupies the affected area you must make a Spell Resistance check (if appropriate), and they may make a Fortitude Save to negate this spell, if so negated (by any one in the area) the spell Fizzles, otherwise all creatures and nonmagical items immediately turn into a homogenous (solid) 10ft cube of stone. Should this spell be cast upon an area with a creature with a space larger than a 10ft cube, the Spell Immediately Fizzles. This spell is Called Buried Treasure because of an interesting interaction of the transformational magic of this spell and magic items. They remain unchanged and embedded within the stone. An Enterprising Caster could simply Disintegrate the surrounding stone and claim the Buried Treasure for him or her self. By KoboldArchmage Chever’s Shell Of Pure Force(Netherese) Evocation[force] Spellcraft DC: 256 Components: V, S, F, XP Casting Time: 10 hours 11 min Range: 75 ft Target: 1800 ft radius Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 2304000 gp, 247 days, 92160 xp; Seeds: Force **(DC 27); Factors: change target to area(DC + 10), change area to radius(DC + 2), increase radius to 1800 ft(DC + 360), make airtight (DC + 10), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 20000 xp(DC – 200), additional research time 200 days *(DC – 40), lose spellcasting ability 25 days *(DC – 250), lose 10 prepared slots *(DC – 100), burn one 8th lvl slot *(DC – 75), lose 2 str points *(DC – 40), burn 8 skill point *(knowledge(arcana))(DC – 24), require focus(mythallar)(DC x 1/5); This little known spell was used three times during the beginning of the Golden Age of Netheril Empire to create a colony at the bottom of the Sea Of Fallen Stars. The original spell conjured a huge dome of glasssteel and trough the power of a Mythallar rendered it indestructible. This replica emulates the effect by conjuring an enormous dome of pure magical force (like the Wall Of Force spell) and using the awesome power of a mythallar to make it permanent. The dome has a radius of 1800 ft and must be placed at the bottom of the sea with a mythallar in the centre, while completely invisible the shell acquire a slightly golden hue after the mythallar begin to power it. The shell becomes then airtight and impassable trough normal means. The shield works exactly like a wall of force in respect to game rules. XP Costs: 20000 xp Focus: Mythallar by lavekkia NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 Create Undead Thrall Necromancy [Death] [Evil] Spellcraft DC: 165 Components: V, S, M Casting Time: 1 minute Range: 300 ft. Target: One living spellcaster Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance:Yes To Develop: 1,4875,000gp, 30 days, 59,400XP; Primary Seed: Slay (DC25); Secondary Seed: Animate Dead (DC23), Factors: Animate lich (ad hoc +8), 30 HD that do not count towards caster’s limit +45; Tertiary Seed: Contact (DC23), Factors: no language required (+4DC), communicate beyond planar boundaries (ad hoc +10); Tetriary Seed: Transport (DC 27). This spell snuffs the life force of a spellcaster of up to 30th level and animates it as a lich under the caster’s control. The subject is entitled to a Fortitude saving throw to survive the initial attack. If the save is successful, it instead takes 3d6+20 points of damage. Once the transformation is complete, the victim's soul is imprisoned in a small ring, which becomes the lich's new phylactery. Phylacteries created by this spell are inscribed with the name of the lich it was created for. Liches created by this spell are also linked to the caster by telepathy and can receive and understand orders regardless of distance or planar boundaries. A lich who is cut off from this link is still considered controlled by the caster and will attempt to carry out its last order to the best of it’s ability. Material Components: A small ring, which is inscribed with the name of the victim's soul by the spell. It is used up regardless of success of the spell. By Starmage21 El Diablo-Dentro (The Devil-Within) Transmutaion Spellcraft DC: 145 Components: V, S, DF* Casting Time: 1 quickened action Range: 300 ft. Target: One creature Duration: Instantaneous (D)** Saving Throw: Fortitude negates (see text) Spell Resistance: Yes To Develop: 1,305,000gp, 27 days, 52,200 XP; Seeds: transform (DC 21), transport (to move caster’s soul to creatures subconscious) (DC 27), destroy (DC 29) fortify (23); Factors: increase size to colossal (+18), change humanoid to outsider (+5), transform into specific individual (+25), gain all supernatural abilities of creature (+50), creature has 140 HD (+250), +5 inherent bonus to all abilities (+174), quickened spell (+28), dismissible (+2); Mitigating Factors: change from target to personal (-2), caster takes 280d6 backlash (-280), Burn 20,000 XP (-200), decrease damage die by one step (d4) (-5), allow creature to possess body and act on its own accord (ad hoc – 20 DC) taken from Lord of Nightmares spell. Within the heart of every man lies a creature born of nightmares, pure fear mixed with evil and grown to insanity. It is El Diablo-Dentro, The Devil-Within. When an Epic spellcaster casts this spell he unleashes all of his fear, anger, pain, and insanity into one giant personified nightmare! His body is torn asunder by the power of the magic at work (280d6 backlash + 20d6 destroy seed), his soul fleeing to the reletive safety of the beast’s subconscious, as what was once his body splits and tears, and from within errupts El Diablo-Dentro, a 128-foot tall monstrosity. El Diablo-Dentor appears as a collosal grey-fleshed man with no apparent face, from its huge shoulders extend a writhing mass of tentacles, its giant hands end with razor sharp claws. An irredenscent green glow can be seen eminating from within the beast, its eerie light showing faintly through the mucus covered flesh of El Diablo-Dentro. Although El Diablo-Dentro is its own unique creature, it shares a lot of memories with its creator, and more often than not seeks to accomplish the same goals, but in a very different, more violent, & inherently evil way. Although the spellcaster who spawned El Diablo-Dentro has no direct control over the beast he can attempt to influence its behaviour through mundane ways, and often a threat of ending the beasts existence (by dismissing the spell) will get it to grungingly fulfil the caster’s desires. *The Caster must have a Collosal+ Magical Mercurial Greatsword El Diablo is a Paragon Psuedonatural Elder Titan with the Beast of Xvim Template. All its Ability Scores (18s + Racials) are increased with +5 inherent bonuses. **Some DM's might not allow Instaneous duration through use of destroy or other seeds, arguing that permanent is a short duration, in which case reduce the Spell DC by 24 and remove the 20d6 damage the caster takes from the destroy seed and change the duration to 20 hours. By Draegun Fury PS: I'M SORRY THAT THE MITIGATING FACTORS ARE SO HIGH BUT PLEASE NOTE THE RESAON THAT THE BACKLASH IS SO HIGH, IS BECAUSE THIS IS THE SPELL I WAS GOING TO HAVE MY 140TH LEVEL CLERIC CAST IN HIS FIGHT AGAINST BLUEMAGE. IF YOU WANT THE MITIGATING FACTORS TO BE DECREASED IT WILL RESULT IN THE SPELL DC BEING RAISED BUT SINCE YOU GAVE NO LIMIT TO THE SPELL DC UPPER LIMIT I HOPE THIS IS OK. Cheers. The Flames Of The Phoenix(elven high magic) Evocation[fire, electricity] Spellcraft DC: 57 Components: V, S, XP, Ritual Casting Time: 11 min (+ 10 min for the spell to take strength) Range: 0 ft Area: 4 mile radius Duration: 20 hours Saving Throw: reflex none Spell Resistance: yes To Develop: 513000 gp, 11 days, 20520 xp; Seeds: energy(weather)(DC 25), energy(fire)(DC 19), destroy(DC 29); Factors: increase area to 4 miles(DC + 4), change rain to fire drops(ad hoc DC + 12), increase dmg per round(ad hoc DC + 60); Mitigating Factors: increase casting time 10 min(DC – 20), ritual (3 spellcaster epic lvl)(DC – 57), burn 1500 xp(DC – 15); This was a lost ritual used in the Crown Wars many thousands of years ago to raze the enemy armies. Once completed the ritual combines the effects of a rapid drought on a large scale, the disintegration of soil and fertile land and a rain of fire. Lakes can be turned to dust and the very air is set on fire. The vegetation in the area blackens and wither, then is turned to dust. Everyone caught in the area suffer 6 hp of fire damage every round(Reflex negates must repeat every round); shelter or cover negates the damage unless the cover is made of flammable material: in that case it will set on fire after 1 – 10 min depending of size. XP Costs: 1500 xp by lavekkia This is one of the lost high magic ritual mentioned on Cormanthyr: Empire Of Elves. Gem Ward Abjuration Spellcraft DC: 118 Components: V, S, M Casting Time: 1 minute Range: Touch Effect: Creates a powerful ward that protects a creature Duration: 24 hours Saving Throw: None Spell Resistance: Yes To develop: 1.052.000 gp; 22 days; 42.480 XP; Seed: Ward (DC 14); Factors: Increase DR to 20/x (+30 DC), grant DR against all types of damage (+4 DC), Ward against creature (+14 DC), creature of casters choice (Ad-hoc +6 DC), Ward against up to 9th level spells (+180 DC); Mitigating factors: Costly material component (Ad-hoc -70 DC), Burn 5 level 8 slots (Ad-hoc -50 DC), Sacrifice CR 20 creature (Ad-hoc -10 DC); When casting this spell, the caster shatters seven different gemstones and creates a multicolour aura around him that protects him from harm. The caster designates a single type of creature type that will be unable to touch or attack the target of this ward. If the target moves within 5 ft. of the creature (intentionally) or attacks such a creature, the ward effect against that type of creature ends, but the rest of the spell remains functionally. The ward also reduces the first 20 damage from slashing, piercing or bludgeoning attacks. Spells of less than 9th level also fail to affect the target of this ward. To cast this spell, the caster must sacrifice a creature of no less than CR 20. Material Component: Seven different gemstones, worth at least 25.000 gp each Sacrificial Component: A creature of no less than CR 20 By Gemstone The Great Seal(Deep Imaskari) Evocation/Illusion(Glamer) Spellcraft DC: 95 Components: V, S, XP, Ritual Casting Time: 12 days, 10 hours, 21 min Range: 30 ft Target: 8000 ft radius Duration: Permanent Saving Throw: None / Will negates (DC + 30) Spell Resistance: No / Yes To Develop: 855000 gp, 18 days, 34200 xp; Seeds: Mythal(DC 25), Conceal(DC 17), Gravity **(DC 27); Factors: increase spell area 8000 ft radius(DC + 320), prevalent spell(suggestion)(DC + 9), prevalent spell(light)(DC + 2), minor prevalent power(water plant)(DC + 5), minor prevalent power(air filtering sheets)(DC + 5), medium prevalent power(modify memory)(DC + 20), penalize Will ST(DC + 30)(DC + 60), replicate normal gravity on cavern walls(ad hoc DC + 4), conceal against divination(DC + 6), maintain concealment(DC + 4); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), increase casting time 12 days(DC – 24), capstone(DC – 20), ritual(5 spellcaster 9th lvl)(DC – 85), ritual(5 spellcaster 5th lvl)(DC – 45), burn 8500 xp (DC – 85), each participant burn 800 xp(DC – 80), anchored(DC x ¾); This ancient spell was developed by Lord Ilphemon, artificer of the Imaskari Empire. In the year – 2488 DR, facing the destruction of the empire and wrath of the God – Kings, he decided to flee in the Underdark with his people. He found an ancient cave and settled there. He devised this ritual to protect the city from external intrusions. The Great Seal is a very powerful ward that encompasses the entire city and creates various magical effects: It deflects gravity (trough magical statues every 500 feet) allowing to build edifices on cavern walls; Allows the growth of magical plants that creates droplets of water as fruits; Refreshes the air via brightly coloured sheets suspended from the ceiling; Illuminates the cavern with a suffuse light (but strong enough to allow plant growth); Using suggestion and Modify Memory steer away anyone arriving near the city and wipe out any knowledge upon any one going out; Conceal the entire city from any form of scrying and sight (anyone coming in sight of the cavern for the exterior sees it as a dark bare cavern). The capstone of the ward is a magical circle of 2000 feet of diameter inscribed in the northern wall, the circle illuminates roughly a third of the cavern. XP Cost: 8500 xp, 800 xp per participant NOTE: factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=590308 by lavekkia Hand of the Sun Evocation Spellcraft DC: 128 Components: V,S Casting Time: 100 days and 10 mins Range: 300 feet Area: A bolt 170,000,000,000ft. wide to 7,500,000,000,000ft. long Duration: Instantanious Saving throw: Reflex (half) (+55 to DC) Spell Resistance: Yes (+55 to overcome SR) To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds: Destroy (DC 29), Energy (DC 19). Factors: Increase Area to 170,000,000,000ft. by 7,500,000,000,000 (+140), Increase Fire damage by 10,590d6 (+21,180), Increase Destroy seed damage by 2,980d6 (+5,960), Increase Saving throw DC by 55 (+110), Increase Caster Level to overcome Spell Resistance by 55 (+110) Mitigating factor: Backlash 100d6 (-100), Burn 20,000xp (-200), Increase Casting time by 10 minuets (-20), Increase Casting time by 100 days (-200), 100 aditional casters contributing Epic Spellslots (-1,900), Each additionaql caster takes 50d6 backlash (-5,000), Each additional caster burns 20,000xp (-20,000) This spell is considered by many to be the greatest abuse of magic to have ever arisen in the minds of mortals. Hand of the Sun is a ritual performed by 101 Epic Spellcasters who gather together in secret to weave their dark magics for 100 days and 10 minuets, at the culmination of the ritual the lead caster steps forth into the morning sun and raises his hand towards the heavens. His eyes bleed and his skin blisters as he extends his will towards the fiery orb of the sun. Reaching deep into the sun he tears out its very heart drawing it with lethal consequences towards the unsuspecting earth. The other members of the ritual are the first to feel the wrath of the sun, their bodies linked to its fury through the foul magics that they have spun, their flesh blisters as their blood boils beneathe their skin, their eyes burst as the very air in their lungs super heats in a devestating explosion. Only the prime caster will live to see the end result of this most terrible of spells, as a solar flare larger than the earth itself slams into the world, superheating its oceans and melting its land, those whole somehow survive the intense heat are torn apart by the shrapnel and debris of the exploding earth that they are so unfortunate enough to be standing upon. Note: That the damage this spell does is the equivelent of being submerged beneathe the surface of the sun for one round (this is calculated by taking the tempreture of lava and comparing it to the tempreture of the sun.) I also added 3000d6 pure damage (from the destroy seed) for all those pesky rings of elemental immunity, this represents the effect of the world literally exploding around you. By Draegun Fury Home Of Summoning(elven high magic) Conjuration(Creation) Spellcraft DC: 100 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 300 ft Target: 1 cylindrical area 360 ft large * 120 ft high Duration: Permanent Saving Throw: None Spell Resistance: No To Develop:900000 gp, 18 days, 36000 xp; Seeds: Conjure(DC 21), Transform(DC 21); Factors: material has hardness of stone(DC + 4), target to area(DC + 10), change area to cylinder type 2(DC + 3), increase area to 120 ft high * 360 ft radius(DC + 48), prepare terrain(ad hoc DC + 4), created object is armonized with nature(ad hoc DC + 6), make permanent(DC x5); Mitigating Factors: Ritual 5 spellcaster epic lvl (DC – 95), increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 15000 xp(DC – 150), burn 5000 xp per participant(DC – 200), lose spellcasting ability 2 days *(DC – 20); While far more advanced and detailed, this ritual creates a building from .nothing. as does Leomund.s Secure Shelter and the derivative construction spell from the Elves of Evermeet accessory. The magic of the elaorman ritual allows buildings to be creatively constructed, and the inherent magic of creation allows the structure to stand. Thus, buildings in the shapes of waves, monstrous spiders, or other strange, nonsensical configurations are supported by the Weave as if they had solid supports. If the elaorman summons a stone structure, the area around the building becomes a very fertile patch of land for trees or crops, with all the larger, extraneous rocks removed from the soil. Large buildings can be created from plants as well, though the wood and plant matter calcifies and petrifies as part of this process, making it a nonliving permanent shape. This process also can be adapted to create the uniquely elven crystalline spelljamming ships, and in fact is necessary to create the monstrous Monarch crafts. XP Cost: 15000 xp, 5000 xp per participant NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 By Lavekkia Invincible Strike Divination Spellcraft DC: 45 (personal)/64 (creature(s) touched) Components: V, S, XP Casting Time: 10 days, 10 minutes Range: Personal/creature(s) touched Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes Development: 405,000 gp, 9 days, 16,200 XP (personal); 576,000 gp, 12 days, 23,040 XP (creature(s) touched) Seeds: foresee (DC 17) Factors: permanent (x5) = +85 DC (personal)/change personal to touch (+19 DC), two extra targets (+20 DC), permanent (x5) (creature(s) touched) = +280 DC Mitigators: increase casting time by 10 minutes (-20 DC), increase casting time by 10 days (-20 DC) = -40 DC (personal)/increase casting time by 10 minutes (-20 DC), increase casting time by 10 days (-20 DC), twelve additional participants contributing 7th level spell slots (-156 DC), burn 2000 XP (-20 DC) = -216 DC (creature(s) touched) The recipient or recipients of this spell receive a permanent +20 insight bonus to all attack rolls, and are not affected by the miss chance that applies to attacks against a concealed target By SpiderEater Irulan’s Nova Evocation Spellcraft DC: 48 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes Development: 432,000 gp, 9 days, 17,280 XP Seed: energy (fire) (+19 DC) Factors: multiple bolts (ad hoc +25), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) Jets of flame erupt from a point you select and strike nearby creatures. The number of jets of flame can be set by the caster up to the caster’s level. Multiple jets of flame can strike the same creature as long as all creatures within the area of spell effect are struck by at least one jet and the highest number of jets per creature exceeds the lowest number by at most 1. Each jet inflicts 10d6 points of fire damage (Reflex save for half damage). Note: This spell was designed with the Rod of Excellent magic in mind. By SpiderEater Irulan’s Hellfire Imprisonment Evocation Spellcraft DC: 46 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: 1 round/caster level (d) Saving Throw: Reflex partial Spell Resistance: No Development: 414,000 gp, 9 days, 16.560 XP Seed: energy (fire) (+19 DC) Factors: force barrier (ad hoc +21 DC), dismissible (+2 DC), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) You create a globe of force (40' radius) centered on some point. No matter can cross the wall of the globe, including air. Simultaneously, a fireball ignites for 10d6 points of fire damage (reflex save for half damage). This fireball, however, not only damages creatures inside the globe, but also consumes all oxygen within the globe. On the next and subsequent rounds, suffocation damage is inflicted. The globe of force created by the spell is dismissible by the caster. Note: This spell was designed with the Rod of Excellent magic in mind. By SpiderEater[/QUOTE] Irulan’s Flaming Crucifixion Evocation Spellcraft DC: 92 Components: V, S, XP Casting Time: 1 action Range: 300' Area: -- Duration: 10 minutes/level (d) Saving Throw: Will negates Spell Resistance: Yes Development: 828,000 gp, 17 days, 33,120 XP Seed: energy (fire) (+19 DC), transport (+27 DC), conjure (+21 DC) Factors: unwilling target (+4 DC), increase range from touch to ranged touch (300') (+4 DC), 1-action casting time (+20 DC), duration 10 min/level (ad hoc +17 DC) Mitigators: burn 2000 XP (-20 DC) You point at the target creature and make a ranged touch attack. The target is allowed a Will saving throw. If the saving throw is failed, the target creature vanishes, only to immediately appear 100' above its previous location (or up to 100' above its previous location if blocked by a ceiling or other obstruction), bound and nailed to a flaming wooden cross. The target creature suffers 5d6 points of fire damage per round. Initially and after every 10 rounds the target creature must also make a Fortitude save or take 1 point of Constitution damage as well. Note: This spell was designed with the Rod of Excellent magic in mind. By SpiderEater Irulan’s Fiery Serpent Evocation Spellcraft DC: 44 Components: V, S, XP Casting Time: 1 action Range: 300' Area: bolt 5' wide which transforms into a serpent-like manifestation Duration: 1 round/caster level (d) Saving Throw: Reflex negates Spell Resistance: Yes Development: 396,000 gp, 8 days, 15,840 XP Seed: energy (fire) (+19 DC) Factors: crushing damage (ad hoc +23 DC), dismissible (+2 DC), 1 action (+20 DC) Mitigators: burn 2000 XP (-20 DC) A huge bolt of fire leaps from your finger toward the target, taking the form of a fiery serpent. The target may evade the serpent by making a successful Reflex save. If the target fails the saving throw, the fiery serpent wraps itself around the target and inflicts 5d6 points of fire damage and 5d6 points of constriction damage per round until dismissed or until the spell ends. Note: This spell was designed with the Rod of Excellent magic in mind. By SpiderEater Irulan’s Supernova Evocation Spellcraft DC: 67 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes Development: 603,000 gp, 13 days, 24,120 XP Seed: energy (fire) (+19 DC), energy (sonic) (+19 DC) Factors: multiple bolts (ad hoc +25), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) Jets of thundering flame erupt from a point you select and strike nearby creatures. The number of jets of flame can be set by the caster up to the caster’s level. Multiple jets of flame can strike the same creature as long as all creatures within the area of spell effect are struck by at least one jet and the highest number of jets per creature exceeds the lowest number by at most 1. Each jet inflicts 10d6 points of fire damage (Reflex save for half damage) and 10d6 points of sonic damage (Reflex save for half damage). Note: This spell was designed with the Rod of Excellent magic in mind. By SpiderEater |
| Gemstone12-07-05, 08:14 AM | Ioulaum's Imbue Mythallar Evocation (Netherese) Spellcraft DC: 278 Components: V, S, M, F, XP Casting Time: 3 days, 11 minutes Range: 30 ft. Effect: Imbues a mythallar to support quasi-magic items in a 1 mile diameter Duration: Permanent Saving Throw: No Spell Resistance: No To Develop: 2,502,000gp, 51 days, 100,080 XP; mythal (DC 25); Factors: Major prevalent power (allow creation of quasi-magical items,+1,300), increase area to 1 mile diameter (+104); Mitigating Factors: Anchored (x3/4), Focused (x3/4), Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200). Ioulaum created this spell after the Fall of Netheril, but has yet to actually test it. In theory, this spell gives a mythallar it's ability to provide the XP of any item creation costs within the 1 mile diameter of effect. All magic items crafted within the area are automatically quasi-magical (fully functional magic items within the 1 mile radius of a mythallar, but non-magical items outside) in nature. For more information on Mythallars and their function, check Lost Empires of Faerun, Artifacts of the Past. Material Component: rod of excellent magic Focus: mythallar XP Cost: 20,000 XP By Karsus the Mad Karsus's Heavy Magic Conjuration Spellcraft DC: 237 Components: V, S, M, XP Casting Time: 4 hours, 11 minutes Range: 300 ft. Effect: Creates 1 cubic ft./ level of Heavy Magic Duration: Permanent Saving Throw: None Spell Resistance: None To Develop: 2,133,000gp, 43 days, 85,320 XP; Seeds: conjure (DC 21), transform (DC 21); Factors: augment minor magic item (+4), volume level dependent (+25), permanent (x5); Mitigating Factors: Increase area casting time by 10 minutes (-20), increase casting time by 4 hours (-8), decrease from 20 cubic ft. to 1 cubic ft. (-38), burn 5,200 XP (-52). Based off of Karsus's original research into Heavy Magic, this spell conjures the liquid magic. The Heavy Magic created by this spell has the consistency and color of quicksilver. The mercurial substance is easily enspelled and capable of being painted onto any surface. In order to enspell a mass of Heavy Magic, the caster needs at least one cubic foot of the substance per spell that the caster intends to enspell. Any non-epic spell can be cast into Heavy Magic, and any object that later comes into contact with it is affected as if the caster had cast the spell themselves. Material Component to be augmented: 1 cubic ft. of Chardalyn dust. By Karsus the Mad Karsus's Multiplicity Illusion (Shadow) Spellcraft DC: 180 Components: V, S Casting Time: 10 days, 10 hours, 11 minutes Range: 0 feet Effect: One living duplicate/lvl of the caster upon death Duration: Instantaneous after triggered Saving Throw: Will disbelief (harmless) Spell Resistance: Yes (harmless) To Develop: 1,620,000gp, 33 days, 64,800 XP; Seeds: life (27), shadow (DC 23); Factors: duplicate caster (+20), contingent (+25), volume level dependent (+25), giving life to a spell (x2); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20). This spell sets up a contingency that upon the death of the caster, one living duplicate per caster level instantaneously forms. The duplicates are real, living beings, possessing full hit points, knowledge (including class levels, skills, and speech), and personality of the caster. In essence, each duplicate *is* the caster. Unlike regular shadow duplicates, the duplicates created with this spell can become more powerful by improving its abilities, gaining levels, etc. By Karsus the Mad Let there be Life Conjuration [Creation] [Ritual] Spellcraft DC: 208 Components: V, S, M, XP Casting Time: 40 days Range: 0 ft. Duration: Instantaneous Saving Throw: None Spell Resistance: No To develop: 1.872.000 gp; 38 days; 74.880 XP; Seed: Conjure (DC 21), Life (DC 27), Fortify (DC 17);; Factors: +1/2 HD (+5 hp per HD) (+5 DC), number of creatures level dependent (1 per 10 caster levels) (Ad-hoc +35 DC), Instantaneous (x10 DC);; Mitigating factors: Increase casting time by 4 minutes (-4 DC), Increase casting time by 40 days (-40 DC), Lose one Epic level Slot for 1 week (Ad-Hoc -20 DC), Backlash damage 10d6 at casting (Ad-hoc -10 DC), Burn 10.000 XP per caster (-300 DC), 4 additional casters contributing 2 level 9 slots (-68 DC), Costly material component (-120 DC), Casters lose spellcasting ability for 4 weeks (Ad-hoc -280 DC); Upon the completion of this spell a singularity of magical power gathers at the centre of the casting. This singularity shifts and twists, until it finally is consumed by itself and leaves a number of creatures in its wake. These creatures are permanent living creatures, without any racial belongings or heritage. They possess all ability scores to a total score of 10, but as they reproduce, the new specimens have random stats as normal NPC’s. The singularity creates one such creature for each 10 caster levels of the main caster. The singularity of magic drains the casters so much that they lose 10.000 XP each and becomes unable to cast any spells for a month after ward. The ritual also consumes a pile of gems. Material Component: Gems worth 300.000 gp XP cost: 10.000 XP per caster By Gemstone Lifedrain(Phaerimm) Necromancy[death] Spellcraft DC: 84 Components: XP Casting Time: 1 standard action Range: 300 ft Target: 1000 ft + 40 ft/lvl Duration: Istantaneous(but see text) Saving Throw: fort partial Spell Resistance: Yes To Develop: 756000 gp, 116 days, 30240 xp; Seeds: slay(DC 25); Factors: 1 std action casting time(DC + 20), remove somatic component(DC + 2), remove verbal component(DC + 2), change target to area(DC + 10), change area to 20 ft radius(DC + 4), increase area to 1000 ft(DC + 200), camouflage spell *(spellcraft DC + 40)(DC + 80), area scaled by lvl 2 times (DC + 50); Mitigating Factors: caster lose 1 lvl(DC – 20), works only on plant and low life forms(ad hoc DC – 30), burn 9000 xp(DC – 90), additional 100 days of research *(DC – 20), lose spellcasting ability 9 days(DC – 90), spell gather strength over 2 months time(ad hoc DC – 60); The spell was researched by the phaerimm to drive away Netherese from their home region and weaken them. The spell almost always went unnoticed until was too late. The spell destroy lower life forms on a large patch of land wither vegetation. It also drain nourishment from the soil making it barren and wasted in a short time; however the destruction was subtle and progressive so the Netherese required a very long time to figure out the real cause of the spreading drought. Note : the spell is developed with phaerimm magic in mind so it doesn’t require verbal or somatic components XP Costs: 9000 xp by lavekkia Life to Undeath Necromancy [Death] [Evil] Spellcraft DC: 72 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: Five living creatures Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes [Seed: Slay (25), +80 HD affected (+8), +4 subjects (+32), increase damage by 8d6 (+8)], [Seed: Animate Dead (23), set undead as shadows (-8), set 15 total HD (-5), no create spawn ability (ad-hoc -25), turn resistance -2 (ad hoc -10)], [no verbal or somatic component (+4), one action casting time (+20)] Life to Undeath snuffs out the life force of a living creature of up to 160, killing it instantly. The slay seed kills a creature of up to 160 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 11d6+73 points of damage. Any creatures killed are instantly animated as shadows that follow the caster until they are destroyed. These shadows lose there create spawn ability and their turn resistance. By Secrets Untold One Heart One Mind One Breath(elven high magic) divination Spellcraft DC: 30 Components: V, S, XP Casting Time: 1 minute Range: infinite Target: 2 creatures Duration: Permanent Saving Throw: None Spell Resistence: No To Develop: 270000 gp, 6 days, 10800 xp; Seeds: Contact(DC 23); Factors: one additional creature (DC + 1), make permanent(DC x 5); Mitigating Factors: increase casting time by 10 min(DC + 20), burn 5000 xp (DC - 50), lose spellcasting ability 2 day *(DC - 20) The spell creates a bond between two creatures like Rary Telepathic Bond. The link between the two creatures is permanent, and allows the linked elf or elves to ignore the Call to Arvandor for greater periods of time due to the communal nature of the link. The two creatures are partners, friends, lovers, or kindred in all but form; each knows when the other is in danger and will stop at little to render aid. This passive link is always semi-empathic, but with intense concentration, it can become telepathic, allowing mind-to-mind communication. While all rituals are assumed to have elf targets, this union could easily be formed for all races, linking dwarves or humans with elves. An elf can be placed in u’aestar’kess with a maximum of two beings in his or her lifetime, most often a spouse and a beast-mount such as a dragon. XP Cost: 5000 xp NOTE : the factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 By Lavekkia Primal Blade of the Archmagi Evocation[Force, Fire(or Acid or Electricity or Cold or Sonic)] Spellcraft DC: 150 Components: V,S Casting Time: 1 Standard Action Range: 300ft Effect: One Blazing Sword Duration: One Hour (600 rounds)(D) Saving Throw: None Spell Resistance: Yes(see text) To develop: 1350000gp; 27 days; 54000XP; Seed:Mage’s Sword(DC 27;see below), Energy( DC 19); Factors: Energy Damage +10d6(DC +20),Sword has a +10 enhancement bonus(DC +35), Sword deals +6d6 Damage( DC +12), Increase Duration by 3000%(DC +60) Dismissible by Caster(DC +2), +10 on Caster level against Dispel Checks(DC +20); Mitigating factors:Burn 3500 XP on Casting(DC –35); This spell brings into being a shimmering, swordlike plane of force wreathed in Flames. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +10 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 10d6+10 points of force damage and 20d6 points of Fire Damage, with a threat range of 19–20 and a critical multiplier of x2, however the extra Fire Damage is not multiplied on a critical Hit. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it, however the Primal Blade gains a +10 bonus on caster level checks to resist Dispel attempts. The sword’s AC is 20 (10, +0 size bonus for Medium object, +10 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time the Primal Sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. XP cost: 3500xp The archmage that created the spell’s name is lost to time, however it is also known that s/he crafted four other spells similar in effect to Primal Blade of the Archmagi, each utilizing a different element- Acid, Electricity, Cold, and Sonic By KobaldArchmage Proctiv’s Move Mountain(Netherese) Evocation Spellcraft DC: 125 Components: V, S, M, XP Casting Time: 10 days 10 hours 11 min Range: 12000 ft. Target: mountaintop 4500 ft radius Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 1125000 gp, 23 days, 45000 xp; Seeds: destroy(DC 29), mythal(DC 25); Factors: change area to 20 ft radius(DC + 2), increase area 4500 ft(DC + 900), reshape destruction beam(ad hoc DC + 8), major prevalent power(fly the mountaintop)(DC + 50), increase mythal area 4500 ft(DC + 180); Mitigating Factors: increase casting time 10 min (DC – 20), increase casting time 10 hours *(DC – 20), increase casting time 10 days(DC – 20), burn 20000 xp(DC – 200), capstone(DC – 20), expensive material component(mythallar)(DC – 547), lose spellcasting ability 20 days *(DC – 200), anchored(DC x ¾) This spell was vital in the construction of enclaves. Without this spell, there was no simple way for severed mountains to be turned over and set afloat above the landscape. When this spell was cast, the archwizard simply viewed the mountain he wanted to affect and the mountain was severed from the earth, leaving a flat mesa behind. The mountain was then turned over so the flat side was up, and the epic spell allowed this new structure to levitate. Once this was accomplished, the archwizard could begin constructing a city upon its smooth surface. The material components for this spell was a mythallar. The mythallar had to be enchanted before the spell being cast using the Iolaum Imbue Mythallar spell. XP Cost: 20000 xp Material Component: Mythallar NOTE : factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 By Lavekkia Retribution From The Sea(elven high magic) Conjuration(Summoning)[water] Spellcraft DC: 113 Components: V, S, XP, Ritual Casting Time: 3 hours 11 min Range: 75 ft Target: 12000 ft cone + 120 ft lvl Duration: 1 hour (D) Saving Throw: will negates Spell Resistance: yes To Develop:1017000 gp, 121 days, 40680 xp; Seeds: transform(DC 21), summon(DC 14); Factors: summon water elemental(CR 35)(DC + 70), change target to area (DC + 10), change area to 40 ft cone(DC + 2), increase area size to 12000 ft cone(DC + 1200), merge with elemental(ad hoc DC + 25), make area level dependant x 3 *(DC + 75), dismissible(DC + 2), increase duration 1 hour(DC + 58), gather water mass while seeking target(ad hoc DC + 400); Mitigating Factors: Ritual(9 spellcaster epic lvl)(DC – 171), increase casting time 10 min(DC – 20), increase casting time 3 hours(DC – 6), primary spellcaster die(DC – 50), burn 8000 xp(DC – 80), participants burn 3500 xp each(DC – 315), work only in water(ad hoc DC – 20), each participant lose spellcasting ability 1000 day *(DC – 1000), each participant lose 1 lvl(DC – 180), increase research time(100 days)(DC – 20); This powerful ritual was used in the Year Of The Furious Waves(-255 DR) by elven high mages of Nykerimath to destroy the twelve cities of Jaamdath Empire which was threatening their forest and lives. The ritual take place near the seaor a body of water at least 1500 ft deep. The primary caster becomes living magic water (like a water elemental but transformation is only esthetical until the ritual is complete). Then he dive into the water and creates a powerful tidal wave beneath him. When the tidal wave reaches its destination unleashes its fury. The dismissal of the spell by the caster slay himself and release the enormous mass of water upon the target which is destroyed. While is seeking reaching its target the elemental/caster increase its mass gathering it from the sea/lake. At the moment of impact the tidal wave is 12000 ft long and 100 ft high. XP Cost: 8000 xp, 3500 xp per spellcaster by lavekkia Reproportionment Transmutation Spellcraft DC: 41 Components: V, S Casting Time: 4 days, 11 minutes Range: Personal Area: You Duration: Permanent Saving Throw: None Spell Resistance: No To develop: 369,000gp; 8 days; 14,760XP; Seed:Transform(DC 21); Factors:Transform into any size (+48 DC); Mitigating factors:Increase casting time by 10 minutes (-20 DC), Increase casting time by 4 days (-8 DC) This spell gives the caster the ability to change his size on command, from Diminutive all the way up to Colossal. He gains the benefits and disadvantages of the type that he assumes. The caster’s gear increases or decreases size with him. By Rhadamanthus Sacraments Of The Seldarine Blessing(elven high magic) Universal(Unschooled) Spellcraft DC: 32 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 75 ft Target: 1 – 4 elven items Duration: instantaneous Saving Throw: None Spell Resistance: No To Develop: 288000 gp, 126 days, 11520 xp; Seeds: replicate **(DC 23); Factors: replicate 9th lvl spell(wish/miracle)(DC + 40), make instantaneous(DC x 10); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual(4 spellcaster epic lvl)(DC – 76), ritual(4 divine spellcaster 9th lvl)(DC – 68), spellcaster lose 15000 xp(DC – 150), each participant (high mage) lose 5000 xp(DC – 200), permanently burn 8 hp(DC – 40), additional research time 120 days *(DC – 24); This ritual creates many different items of magic for the elves, and the final results of the ritual depend both on what is brought into the ritual and which gods and priests are involved. The most common items produced by this ritual are swords, though anything from small gems to cloaks and scarves can be enchanted by this special mix of priestly magic and High Magic. The priests involved in this ritual invoke their gods. Attentions and patronage to the working, while the High Mages perform the ritual to bind the summoned power to the items. Sometimes, the gods themselves directly infuse powers into the items that are not invoked by the priests or High Mages, and these often become the relics of that god’s religion. Effectively, nearly any magical item seen as an exclusively elven item can be created through this ritual (as well as through standard channels), and its powers are tied to its form and the patron god. For example, the tel’kiira gems come from a ritual to Sehanine as the goddess of omens and mysticism, while the elfblades of Cormanthyr required a priest of each Seldarine god within the ritual to create the powerful artifacts that created the great elf empire. The types of items to enchant and resulting magical items are noted below along with potential patrons. Note that the more powerful an item, the lengthier the ritual and the more priests are involved, but there are never more than four High Mages in this ritual, keeping it among the most powerful of the Complement Rituals. • Arrows and bows blessed by Rillifane or Solonor; • Bracers (of archery, protection, etc.) blessed by Solonor or Corellon; • Boots (of elvenkind, of the north) blessed by Rillifane; • Cloaks (of elvenkind, of the manta ray) blessed by Rillifane or Deep Sashelas; • Gems (tel’kiira, selu’kiira, etc.) blessed by Labelas or Corellon; • Swords (dragon-slayers, moonblade, etc.) usually blessed by any (or all) of a quartet of gods: Corellon, Sehanine, Erevan, and Labelas. This ritual creates items with only one or two powers and a maximum of one combat effect (to attacks or damage) unless the ritual gains the attention of a god. The maximum number of items created in one ritual cannot exceed one quarter the weight of the involved High Magic casters (i.e., four 150-pound elves can enchant 15 10-pound long swords). XP Costs: 15000 xp, 5000 xp per additional high mage Arcane Material Components: Masterwork item to be enchanted (depending on ritual), moonblades need to be at least + 1 to receive magical power. NOTE: the factors and mitigating factors marked with * are home brew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 the seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 by lavekkia Simbul’s Epic Spell Matrix Transmutation Spellcraft DC: 70 Components: V, S Casting Time: 1 std action Range: Personal Target: matrix that holds 8 spells Duration: 200 min Saving Throw: None Spell Resistance: No To Develop: 630000 gp, 113 days, 25200 xp; Seeds: Spell Matrix(DC 25); Factors: 1 standard action casting time(DC + 20), matrix can hold spells up to 9th lvl(DC + 24), matrix hold 8 spells(DC + 28); Mitigating Factors: backlash 7d6(DC – 7), additional research time 100 days(DC – 20); The Simbul, Witch Queen of Aglarond developed this spell to get rid of the threat of Red Wizards of Thay. Many lesser version of the spell are known but this undoubtedly beat them all. The magical ritual evocate a maze of mystical energy that stores spells ready to be cast. The spells in the matrix can be released as a swift action (singularly or chained to be released all together in a single action). The spell matrix remains active until 200 minutes are passed, until emptied or dispelled or until death of the character. The spells can must be added to the matrix one at time and in the 8 rounds that follow the casting of the spell. When 8 rounds are passed the matrix closes wheter full or not. Eligible spells are the ones with casting time or less (that is every spell that could be affected by Quicken Spell Metamagic feat) by unknown author Stry Per Abjuration Spellcraft DC: 97 Components: V, XP Casting Time: 1 immediate action Range: 20 ft radius Target: 110 ft radius area Duration: 24 Hours Saving Throw: None Spell Resistance: Yes To Develop: 873000 gp, 18 days, 34920 xp; Seeds: ward(DC 14), ward(DC 14); Factors: 1 immediate action casting time(DC + 35), remove somatic component(DC + 2), change range to area(DC + 10), change area to 20 ft radius(DC + 2), grant dmg reduction(DC + 4), add 15 point of dmg reduction(DC + 30), ward against magic lvl 1 – 9(DC + 160), change spell to include area spells(ad hoc DC + 20), increase ward area 100 ft(DC + 40); Mitigating Factors: backlash 50d6(DC – 50), lose 4 con point *(DC – 80), burn 9500 xp(DC – 95), lose 3 turn undead attempt *(DC – 9); Klarius Kantrial developed this spell in service of Gond the Wonderbringer. This is the most advanced shield spell created: a golden invulnerable globe appears from nothing and protect everything in the area: every spell from lvl 1 to 9 is stopped, the spell can also block area spells if they would affect anything into the globe; the golden radiance is thick and soak whoever is into the globe. The magical radiance protect from physical threats: Everyone in the area gain DR 15/magic. Everyone can enter and exit from the globe at any time. The spell requires only the utterance of the mystical name of the Wonderbringer and can be one at any time (even out of turn). The enormous power to be wielded crush the caster: he lose 4 Con points, 3 undead attempts, 9500 xp and receive a magical backlash of 50d6. XP Costs: 9500 xp by lavekkia NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 Telamont’s Reality Of Illusion(Shadovar) Illusion(shadow)[variable] Spellcraft DC: 37 Components: V, S, M, F, XP, Backlash Casting Time: 1 std action(but see text) Range: 0 Target: 1 spell Duration: same as spell Saving Throw: Will disbelief Spell Resistance: Yes To Develop: 333000 gp, 7 days, 13320 xp; Seeds: shadow(DC 23); Factors: replicate up to 9th lvl spell(any)(DC + 40), choose spell at casting time(ad – hoc DC + 10), choose spell from any school(DC + 14), replicate both divine and arcane spells(DC + 10), decrease casting time 1 std action(DC + 20); Mitigating Factors: require feat *(Shadow Weave Magic)(DC – 12), require feat *(Insidious Magic)(DC – 16), require feat *(Pernicious Magic)(DC – 16), require feat *(Tenacious Magic)(DC – 16), backlash 20d6(DC – 20); This is not well known utilitarian spell crafted by the High Prince Of Shade when he needs some spell he had not prepared early. The epic spell allow the caster to duplicate the effects of another 1st – 9th spell; either arcane or divine. The caster is free to choose the spell he wants to duplicate at casting time; he must provide material components, arcane/divine focus and xp of the original spell. The spell acquire the duration of the replicated spell; casting time of the spell is 1 std action (even if the normal casting time is less than 1 std action) or the normal casting time whichever is higher. XP Costs: same as replicated spell Arcane Material Components: same as replicated spell Arcane Focus: same as replicated spell Backlash: 20d6 NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia Telamont’s Shroud Of Darkness(Shadovar) Evocation[darkness] Spellcraft DC: 189 Components: V, S, F, XP Casting Time: 10 hours 11 min Range: touch(mythallar) Target: 4500 ft radius around the city Duration: Permanent (1300 years) Saving Throw: None Spell Resistance: No To Develop: 1701000 gp, 235 days, 68040 xp; Seeds: darkness **(DC 19), conceal(DC 17); Factors: increase area to 4500 ft radius(DC + 300), conceal against divination(DC + 6), increase DC for scrying (+30 on lvl check)(DC + 60), make permanent(DC x 5), increase ward lifespan 1300 years(DC + 26); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), concealment fails at dusk and down(ad hoc DC – 10), require shadow weave feat *(DC – 12), burn 20000 xp(DC – 200), lose spellcasting ability 20 days *(DC – 200), burn 3 con point *(DC – 60), additional research time 200 day *(DC – 40), corruptible(DC x ¾), anchored(DC x ¾), arcane focus(mythallar)(DC x 1/5); This “simple” spell is one of the best wards of the flying enclave of Shade. It cloaks the entire city in a dark cloud that make the enclave difficult to spot in daylight (total concealment) and almost impossible to reach by means of flying spells. The dark cloud lose its efficiency only at dawn and dusk (for a total of 2 hours a day). Another protection offered by the dark and murky cloud is a powerful concealment against divination magic (+30 on caster lvl to overcome the scrying ward). XP Costs: 20000 xp Arcane Focus: Mythallar by lavekkia Terraforming(Spelljammer) Conjuration(Creation) Spellcraft DC: 72 Components: V, S, M, XP Casting Time: 10 hours 10 min + 10 min build – up Range: 0 Target: 250 miles + 2 miles/lvl radius Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 648000 gp, 313 days, 25920 xp; Seeds: energy(weather)(DC 25), gravity **(DC 27), replicate **(DC 23), life(DC 27); Factors: increase area(250 miles radius)(DC + 125), scale area with caster lvl (DC + 25), create fertile soil(ad – hoc DC + 20), create magnetic field(ad – hoc DC + 10), raise temperature to 22 °C(ad – hoc DC + 20), replicate 3rd lvl spell (plant growth)(DC + 10), replicate divine spell (DC + 10); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 5000 xp(DC – 50), arcane material component *(major helm)(DC – 100), additional research time *(300 days)(DC – 60); No one knows the exact origin of this ancient spell but many speculate that the Gods created and used it many times to reshape the Crystal Spheres from the primordial chaos that followed the creation of the Material Plane. The spell creates life: it reshapes a lifeless asteroid or chunk of rock giving it earth – like gravity, atmosphere, a magnetic field to protect it from solar wind, a fertile soil, a temperature suitable to human life; if the asteroid/planet is big enough it may develop some climatic pattern. The spell also creates some natural plant life; the details are left to the caster. Note that if the Terraforming does not encompass all the planet/asteroid the part left out will remain bare and lifeless but atmosphere and gravity will gradually “bleed” away so given enough time eventually all the surface will have the same gravity, atmosphere and magnetic field. XP Costs: 5000 xp Arcane Material Components: Major Spelljammer helm NOTE: factors and mitigating factors marked with * can be found here : http://boards1.wizards.com/showthread.php?t=432709 by lavekkia The Bottomless Vortex Transmutation Spellcraft DC: 105 Components: V, S, XP Casting Time: 10 hours 11 min Range: 1800 ft Area: 800 ft radius + 40 ft lvl Duration: 20 min Saving Throw: None, see text Spell Resistance: No To Develop: 945000 gp, 19 days, 37800 xp; Seeds: Gravity **(DC 27); Factors: change area to 20 ft radius(DC + 2), increase area 800 ft radius(DC + 160), increase range 1800 ft(DC + 10), increase duration 20 min(DC + 20), increase gravity(DC + 20), change gravity vector(towards the point of casting)(ad – hoc DC + 4), scale area with caster lvl(40 ft per lvl) *(DC + 50); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 7500 xp(DC – 75), caster become exhausted *(DC – 8), skill requirement (knowledge(wildspace) or knowledge(phlogiston)) 15 ranks *(DC – 15), destroy minor artifact(DC – 50); This terrifying lost ritual transform an ancient artifact known as “Sphere Of Annihilation” into an irresistible vortex that devours anything it touches. The vortex is also known as “Black Hole” or “Cosmic Storm”. The innermost part of the cosmic storm is the “maw”, the pitch-black orb that consumes all that touches it. The least of these maws is small, only 40 to 80 feet in diameter, and is surrounded by a debris field to distance of 800 ft. Lesser cosmic storms are 81 to 240 feet in diameter, and are surrounded by debris fields out to 1,600 feet. Greater cosmic storms are beasts of 241 to 400 feet in diameter and draw debris fields to a distance of one mile. The greatest cosmic storms are horrors to behold, 401 to 1,000 feet in diameter and are surrounded by an enormous debris field over two miles wide. Legends persist of even greater cosmic storms, as large as they planets they have swallowed, but these legends are perhaps best left unconfirmed. The strange forces of gravity surrounding a cosmic storm twists dust, rocks, and debris into enormous rings about it, battering any ship that dares sail close. There are two dangers when a ship is close enough to a cosmic storm that its gravity strength is considered “strong”. First, the debris will batter both the hull of a ship as well as anyone unfortunate enough to be standing on deck, the amount of damage increasing the closer a ship gets to the maw. The second danger, possibly even more dangerous, is that the gravity of the cosmic storm is so strong that it pulls objects towards it. Even worse, gravity increases the closer one is to the maw, making escape ever more unlikely. At the start of every round a ship is within the range of influence of the cosmic storm, it is moved towards the maw a number of squares as determined by the strength of the gravity. For example, a ship that begins the round 900 feet from the maw of a lesser cosmic storm is moved 2 squares towards the maw at the start of the round. Ships that cannot overcome this pull have one last option. They may attempt a dangerous maneuver: they can fly towards the maw, and use the increased speed to escape. This can be very dangerous, and requires a successful navigation check, the Difficulty Class determined by the size of the storm. As this takes the ship deeper into the cosmic storm, the ship will suffer damage from flying debris all the way. Size Debris field size Escape DC Strong Dangerous Irresistible Least 800 20 800 400 200 Lesser 1600 30 1600 800 400 Greater 1 mile 40 1 mile ½ mile 1600 Immense 2 mile 50 2 mile 1 mile ½ mile Gravity Strength Batter dmg (bludgeoning) Pull Strong 2d6 2 squares Dangerous 4d6 4 squares Irresistible 8d6 8 squares In addition to the effects listed above anything that enters into the maw suffer the same effects as if coming in contact with a Sphere Of Annihilation. All the rules concerning a normal Sphere do not apply anymore: the black sphere is gone upon the creation of the spell. If the Black hole size doe not fit in one category the effects are automatically decreased to the lesser one (thus a 1580 ft black hole count as a 800 ft black hole for the purpose of Escape DC and gravity strength areas). XP Costs: 7500 xp Arcane Material Components: Sphere Of Annihilation NOTE: the factor and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: the epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=590308 by lavekkia Rainbow Fire(Spelljammer) Evocation[fire] Spellcraft DC: 132 Components: V, S, XP, Backlash Casting Time: 1 std action Range: 12000 ft Area: 1500 ft radius Duration: instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 111880000 gp, 224 days, 47520 xp; Seeds: energy(fire)(DC 19), destroy(DC 29); Factors: decrease casting time to 1 std action(DC + 20), increase area(1500 ft)(DC + 300), increase dmg(30d6)(DC + 40), override planar trait(personal range)(ad – hoc DC + 20), destroy phlogiston(ad – hoc DC + 6); Mitigating Factors: can be cast only in the phlogiston (ad – hoc DC – 4), backlash(20d6)(DC – 20), burn 5000 xp(DC – 50), caster become exhausted *(DC – 8), additional research time *(100 days)(DC – 20), lose spellcasting ability *(20 days)(DC – 200); This powerful spell can be cast only into the plane of Phlogiston: it causes a fluctuation in the density of the mysterious substance and a subsequent ignition. The detonation builds up into a chain reaction that spreads in every direction. This has various effects: the first an foremost is huge ball of flaming gas of 1500 ft radius consumes everything dealing 30d6 of fire dmg in every direction. The shockwave has the secondary effect of blasting away ships: every ship caught into the explosion is affected entirely by the spell; the ship is also affected by a critical hit and the helmsman must immediately make a saving throw to avoid a Spelljammer Shock (DC equal to caster lvl). The third effect of the spell is that burns out phlogiston; thus it effectively create a very little planar rift of 1500 ft radius, into this rift spelljamming travel is impossible so the ship is shunted out of reality. The final effect of this is up to the DM depending of the campaign (for example in the campaign for which the spell is designed the ship is instantly moved to the prime material plane in the interstellar space between the stars and must travel at cruising speed until it reaches the nearest crystal sphere where it can re-enter the phlogiston plane). NOTE: A daring (or foolish enough) helmsman could try to “surf the shockwave”: by performing a loop manoeuvre (Pilot or profession(helmsman) DC 35) the ship is pushed away in a random direction at breakneck speed for 3d10 turns. The ship must roll 2 Critical Hits but it is otherwise unharmed. If the helmsman exceed the check by 10 or more he can point the ship in the desired direction thus shortening the travel duration: the DM must roll 1d20 and subtract that quantity from the duration of the travel between 2 spheres. NOTE: Given the fact that the spell is cast in the phlogiston and the spell has the fire descriptor it is automatically Maximized and Empowered and Widened despite Metamagic effects could not be normally applied to epic spells. XP Costs: 5000 xp Backlash: 20d6 NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia The Reverie Of Ages(elven high magic) Spellcraft DC : 35 Components : V, S, M Casting Time : 10 hour 11 min Range : 75 ft Target : 1 elf Duration : permanent (D) Saving Throw : Will negates Spell Resistance : Yes To Develop: 315000 gp, 7 days, 12600 xp; Seeds: shadow (DC 21), compel(DC 19); Factors: replicate 8th lvl spell(temporal stasis)(DC + 35), dismissible by caster(DC + 2), Mitigating Factors: expensive material component(DC – 2), increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20) The High Mage put the subject in deep reverie, without any physical need. The subject does not age. The spell mimics the effects of temporal stasis but the receiver is not unconscious rather in Reverie: the sleep of elves. The spell ends when the caster dismiss it or when the trigger conditions are met Material Component: same as temporal stasis spell: diamond, ruby and emerald powder for 5000 gp NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 By lavekkia Shadow You Become(Shadovar) Transmutation Spellcraft DC: 131 Components: V, S, F, M, Ritual Casting Time: 20 days, 10 hours, 11 mins Range: Touch Target: One willing creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No (automatic fail) To Develop: 1179000 gp, 24 days, 47160 xp; Seeds: Transform (DC 21), Armour (DC 14), Fortify (Con)(DC 23), Fortify (Cha)(DC 23), Fortify (ST x 3)(DC 69); Factors: add template (ad – hoc DC + 50), change range to touch(DC + 4), change type (native outsider)(DC + 5), increase Con bonus (DC + 6), increase Cha Bonus (DC + 6), increase ST bonus (DC + 54), add all Ex abilities (Fast Healing, SR, Skill bonuses, Speed)(DC + 40), add all Sp abilities (DC + 60), add AB (+ 2)(ad – hoc DC + 30), increase life span (ad – hoc DC + 70), make instantaneous *(DC x 2); Mitigating Factors: increase casting time (10 min)(DC – 20), increase casting time *(10 hours)(DC – 20), increase casting time (20 days)(DC – 40), ritual(3 slots 7th lvl)(DC – 39), lose all bonus when not in darkness(ad – hoc DC – 20), expensive material component *(297000 gp)(DC – 118), arcane focus (Shade Mythallar)(DC x 1/5); It’s not known how Lord Telamont Tanthul, High Prince Of Shade Enclave, was a able to create this ritual. Some speculate that he made a pact with a powerful dweller of the Plane Of Shadow, others assure that Shar herself whispered the knowledge directly in his ear. This communal ritual must be performed by the High Prince with aid of Prince XXXXXXXXX, high cleric of Shar. Other princes or wizard apprentices can participate to contribute with their magic. The ritual draws power directly from the Shadow Weave using the power of the Shadow Mythallar of the Shade Enclave; the spell also requires a very expensive material component, a shadow blanket. The ritual must be performed on a willing creature otherwise fails: it allows the receiver to inherently acquire the Shade template; the receiver retains all his previously characteristics plus his newly acquired ones. Arcane Material Components: One Shadow Blanket Arcane Focus: Shade Enclave Mythallar by lavekkia Skin And Breath Of The Wyrm(elven high magic) Transmutation Spellcraft DC : 77 Components : V, S, XP Casting Time : 1 standard action Range : touch Target : 1 character Duration : 1 hour Saving Throw : Fort Negate Spell Resistance : Yes To Develop: 693000 gp, 14 days, 27720 xp Seeds: transform(DC 21), fortify(DC 27); Factors: increase size to Colossal(DC + 18), change type to dragon(DC + 8), gain supernatural and extraordinary abilities(DC + 50), gain spell – like abilities(DC + 30), gain dmg – red 15\magic (DC + 15), gain spell resistance 27(DC + 54), new form has 35 HD (DC + 40), change to touch(DC + 4), 1 standard action casting time(DC + 20); Mitigating Factors: lose spellcasting ability 9 days *(DC – 90), burn 8000 xp(DC – 80), expend 8 random spell slots *(DC – 40) The receiver gains all the physical abilities of a brass, bronze, copper, gold, or silver dragon, including its special fear radius, breath weapon, Armor Class, claw attacks, and flight. Regardless of dregon type the subject gains 35 HD, spell resistance 27, dmg reduction 15/magic. The age (and consequently the subsequent special abilities, size, breath weapon dmg and stats) is the one that closely match 35 HD rounded down(so, for example a 35 HD silver dragon would become Ancient, a 35 HD brass dragon would become Wyrm). If the category lists better stats (for example a better DR or SR) they are IGNORED. XP Cost: 8000 xp NOTE : the spell resistance factor is WRONG but i want it that way to stay clear from the Fortify seed loophole, and i won't change it NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 By lavekkia Slap Of Thunder Transmutation Spellcraft DC: 40 Components: V, S, XP, Backlasha Casting Time: 1 std action Range: 1200 ft Target: creatures or objects within 675 ft Duration: Instantaneous Saving Throw: Will negates or none Spell Resistance: Yes or no To Develop: 360000 gp, 108 days, 14400 xp; Seeds: Telekinesis **(DC 23); Factors: decrease casting time (1 std action)(DC + 20), increase range (300 ft)(DC + 60), increase weight (1000 lbs)(DC + 80); Mitigating Factors: burn 3 psi – like abilities *(telekinetic thrust)(DC – 90), backlash(16d6)(DC – 16), burn 1000 xp(DC – 10), increase research time *(100 days)(DC – 20), Expend Psionic Focus *(DC – 7); This spell was developed by the Lich Queen to increase greatly her psi – like powers. The epic spell allows the caster to lift off up to 1375 lbs of material and thrust them towards a creature or object within range. The objects hurled deal 1 hp per 25 pounds of weight or 1d6 per 25 pounds of weight (for hard and dense materials like a boulder). The caster can thrust up to 15 objects that are not more than 10 ft apart (providing that their total weight doesn’t exceed 1375 lbs). XP Costs: 1000 xp NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: seeds marked with ** can be found here: http://boards1.wizards.com/showthread.php?t=590308 NOTE: The spell is supposed to be created by a psionic githyanki (detailed in the XPH) by lavekkia U.D.O. Psychometabolism Psicraft DC: 77 Display: Au, Ma, Vi Manifesting Time: 1 swift action Range: 30 ft Target: 4 willing creatures Duration: 20 min Saving Throw: None Power Resistance: No To Develop: 693000 gp, 14 days, 27720 xp; Seeds: Fusion **(DC 29), transform(DC 21); Factors: 1 swift action casting time(DC + 28), change to target(DC + 4), add 2 extra targets(DC + 20), fuse 4 creatures(including manifester)(DC + 30), grant spell weaving Ex ability 4 times(DC + 40), grant all around vision(DC + 10), allow shared body control(ad hoc DC + 10); Mitigating Factors: backlash 30d6(DC – 30), burn 5500 xp(DC – 55), lose manifesting ability 3 day *(DC – 30); This epic power was developed by Jean Silverfire, half – brother of Alexander, in the quest for the destruction of their greatest foe: Endyrye. When the power activates a beacon of shining light engulf the 4 creatures then retracts: the manifester now has four faces sprouting from the chest and the shoulders. Every face is complete of nose, eyes and mouth and a part of ears; can see, smell, ear an talk. Is sentient and is one of the merged creatures. The power fuse together 4 beings in one unique being of great power, the new being has access to all feats and skills of all the characters (all skill ranks stack), know all the spell and powers known by every caster and manifester and sums the number of spell slot (if applicable). The new creature has also all the Su, Ex, spell-like and psi-like abilities of every fused being. The four faces grant All-Around vision. The power allows also a partial shared body control: the creature can manifest 24 levels of spells and powers in the same round (for example 2 9th lvl spells and 1 8th lvl power). Note that this ability could be not fully used depending on feats: the caster is still limited to 1 spell with somatic component per hand, must use divine focuses and material components when required (which both need a free hand each) and one spell with verbal component per mouth. The control of the body goes to a creature of manifester choice; the creature can yield the total control to another or allow another of the fused bodies to “take” a limb (usually an arm, for spellcasting purposes). XP Costs: 5500 xp by lavekkia NOTE: factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 Bah... the size limit |
| Gemstone12-07-05, 08:15 AM | United We Stand Transmutation Spellcraft DC: 281 Components: V, S, XP Casting Time: 100 days 11 minutes Range: 300ft. Area: 300ft. Radius. Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes To Develop: 2,529,000gp; 51 days; 101,160xp. Seed: transform (DC 21). Factors: All sizes (+54 DC), transform non-magical, inanimate object of up to hardness 40 (+90 DC), change creature Type (+5 DC), change into incorporeal (+10 DC), overcome incorporeal immunity to transformation (+10 DC), overcome all immunity to transformation (ad hoc +20 DC), transform into someone specific (the finsished product) (+25 DC), Gain up to 10 supernatural abilities (+100 DC), assumed formation can have HD up to 115 (+200 DC), change from target to Area (20ft radius) (+10 DC), increase area by 1400% (300’ radius) (+56 DC). Mitigating Factors: Burn 10,000xp (-100 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC). You Designate a 600ft. sphereical, area up to 300 feet away, everything in the area fuses into one being. As the caster, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it. The fused being has the total pooled hit points of all its component parts. The fused being knows all the powers and spells of all the component parts, has the sum of the component parts’ power points and spells per day, and knows or has prepared any spells the component parts possess (if any). Likewise, all feats, racial abilities, and class features are pooled (if component parts have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of the component parts’, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of any component part, and it manifests powers at the highest of the manifester levels that component parts possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored if the spell is dispelled. If the spell is dispelled, the fused being separates. The component parts appear in the areas surrounding you that you determine. If separation occurs in a cramped space, the component parts are expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between the component parts if the spell is dispelled. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between the component parts (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between the component parts. (If an odd number of negative levels or ability score reductions must be split, you decide which of the component parts receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, all of which are also dead. XP Cost: 10,000xp By Draegun Fury Utter Destruction Transmutation Spellcraft DC: 231 Components: V, S, M Casting Time: Free action Range: 12.000 ft. Area: 60 ft. radius Duration: Instantaneous Saving Throw: Fortitude half (see text) Spell Resistance: Yes To develop: 2.097.000 gp; 41 days; 83.880 XP; Seed: Destroy (DC 29), Dispel (DC 19), Ward (DC 14); Factors: Increase damage by +20d6 (+40 DC), Increase saving throw DC by +10 (+20 DC), target always loses a level (Ad-hoc DC +20), Increase dispel check bonus by +30 (+30 DC), Ward against specific type of spells [raise dead spells] (Ad-hoc +30 DC), Quickened spell (+28 DC), Change from target to area 20 ft. radius (+10 DC), increase area by 200% (+8 DC); Mitigating factors: Costly material component (-5 DC), Backlash damage 5d6 (-10 DC), age caster 2 years (Ad-hoc -2 DC); Upon the completion of this spell, the caster speaks a single word of power that makes the air ripple around the target. Everything within the area of effect are suddenly thrown strait out of the time stream, suffering massive reality damage. Those within the area of effect are target by a dispel check with a +30 bonus to the roll and takes 40d6 damage. Those reduced to or less than -10 hp (0 hp for undead and constructs) are erased from the time stream and beyond most conventional means of resurrection. Only a Wish, Miracle, or True Resurrection can restore the target to life once this spell has been cast. Even those spells however, has a 25% chance to fail and regardless of the spell used, the target lose a level. Once failed, that target can’t be resurrected by anything less than a deity. The drawback with this spell however, is that the caster suffers from a powerful shock from the casting, taking 5d6 damage every time this spell is cast. The same energies also ages the caster 2 years. Material Component: A pearl infused with negative energy, worth 12.500 gp By Gemstone Valdick’s Spheresail(Netherese) Evocation Spellcraft DC: 107 Components: V Casting Time: 10 hours 11 min Range: 30 ft Target: 1 ship and 100 ft / lvl (see text) Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 963000 gp, 20 days, 38520 xp; Seeds: shadow(DC 23), mythal(DC 25); Factors: replicate 3rd lvl spell(fly)(DC + 15), increase fly speed to spelljamming(ad hoc DC + 50), add spell to object(ad hoc DC + 10), make level dependent(DC + 25), dismissible at will (DC + 2), add medium prevalent power(atmosphere containment)(DC + 20), add medium prevalent power(protection from radiation and cold)(DC + 20), add minor prevalent power(atmosphere rejuvenation)(DC + 5), remove somatic component(DC + 2); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), anchored(DC x ¾); The spell allow the enchanted watercraft to become a spelljamming ship able to fly trough the stars and crystal spheres. It replicates all the functionalities of a spelljamming helm. The ship is treated as having a major helm por all the rules but its tactical speed is improved by 50 % and the ship size is decreased by one step. The cruising speed is improved by 50 % and the warp speed (between crystal spheres) is doubled. The air bubble around the ship extends for 100 ft/lvl of the caster, the power of the wards ensure that the atmosphere envelope doesn’t leak away and shield the crew and objects from exposure to cold and radiations; finally the wards rejuvenate the air as long as the spell is active. by lavekkia NOTE : the factors and mitigating factor marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 Vestments of Pure Power Evocation Spellcraft DC: 430 Components: V, S, Xp, F Casting Time: 100 days Range: Personal Duration: 1 year Development Cost: 3,870,000gp, 154,800xp, 78 Days Seeds- Seed: Mythal (DC 25) Seed: Fortify [enhancement bonus to 6 abilities] (DC 17x6 [DC 102]) Seed: Fortify [non-standard bonus to 22 different statistics] (DC 23x22 [DC 506]) Seed: Armor [4 different bonuses to AC] (DC 14x4 [DC 56] Factors- Prevalent Powers* (+33 DC) +60 Competence bonus to 60 skills (+354 DC x10 [+3540 DC]) +12 Enhancement to all 6 ability scores (+22 DC x6 [+132 DC]) +10 Resistance bonus on all saves (+54 DC x3 [+162 DC]) +10 Profane bonus on all saves (+54 DC x3 [+162 DC]) +10 Luck bonus on all saves (+54 DC x3 [+162 DC]) +10 Insight bonus on all saves (+54 DC x3 [+162 DC]) +16 Armor bonus to AC (+24 DC) +10 Profane Bonus to AC (+90 DC) +10 Luck Bonus to AC (+90 DC) +10 Insight Bonus to AC (+90 DC) Mitigating Factors- Change from Area to Personal (-2 DC) Increase casting time to 100 days (-200 DC) Require Dark Speech (-2 DC) 81 additional casters contributing 6th level spell slots (-1089 DC) Burn 20,000 xp upon casting (-200 DC) Capstone (-20 DC) Anchored (x3/4 DC) Corruptible (x3/4 DC) Reduce Corruption Time to 1 year (adhoc x1/5 DC) This spell creates a web of magic that is then bound to the caster's flesh. It is invisible to conventional senses, but the caster's whole body thereafter radiates magical energy from all eight schools. The vestment grants a +12 enhancement bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. It grants a +10 profane bonus to armor class and saves. It grants a +10 luck bonus to armor class and saves. It grants a +10 insight bonus to armor class and saves. It grants a +10 resistance bonus to saves. It grants a +16 armor bonus. It grants immunity to fire, cold, electricity, acid and sonic damage. It grants a +60 competance to Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (psionics), Knowledge (religon), Knowledge (the planes), Sense Motive, and Spellcraft checks. Once formed, the vestment cannot be dispelled, disjoined, or suppressed by any nonepic spell. A character attempting to dispel the vestment with an epic spell (such as superb dispelling) must succeed on a caster level check (DC 21 + the the vestment's caster level) to succeed. An antimagic field has the same effect on the vestment as on all epic magic, but otherwise does it no harm. However this spell begins to unravel after 1 year, suffering corruption effects as outlined in LEoF pg. 47 unless a Rejuvenation spell is cast. This rejuvenation spell has a base Spellcraft DC of 2,668 before Mitigating Factors are applied. Verbal Component: The verbal component is spoken in the Dark Speech. XP Cost: 20,000 XP. By KoboldArchmage Wind of Vengeance Evocation Spellcraft DC: 211 Components: None Casting Time: 1 minute Range: 300 ft. Area: cylinder 110 ft. radius, 330 ft. high Duration: 220 hours Saving Throw: Reflex Half Spell Resistance: Yes (partial, see text) To develop: 1.899.000 gp; 38 days; 75.960 XP; Seed: Energy (DC 25); Factors: Increase damage by 20d6 (+40 DC), No verbal or somatic component (+4 DC), Dismissible by caster (+2 DC), Moving spell (Ad-hoc +40 DC), Change area to cylinder, increase area by 1000% (Ad-hoc +40 DC), Increase saving throw DC by +10 (+20 DC), Increase damage die by two steps (+20 DC), Increase duration by 1000% (+20 DC) By simply willing destruction to be done, the caster creates a powerful Wind of Vengeance that plough through the land. A mighty tornado sweeps up and starts to ravage the land. The tornado moves randomly around the landscape, unless the caster wills it to go in a specific direction, to where it moves at a speed of 30 ft. per round. Those that the tornado touched takes 30d10 damage (Reflex save for half) and another reflex save not to be swept away by the powerful winds. If they are flung away, they travel 4d6 squares in a random direction and takes damage as if they had fallen that many ft. Spell resistance prevents the damage, but the creature is still flung away. By Gemstone So, part 3 started |
| Gemstone12-07-05, 08:16 AM | --Yet another one Reserved-- There. Start posting :D |
| Starmage2112-07-05, 08:40 AM | Create Undead Thrall Necromancy [Death] [Evil] Spellcraft DC: 165 Components: V, S, M Casting Time: 1 minute Range: 300 ft. Target: One living spellcaster Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes To Develop: 1,4875,000gp, 30 days, 59,400XP; Primary Seed: Slay (DC25); Secondary Seed: Animate Dead (DC23), Factors: Animate lich (ad hoc +8), 30 HD that do not count towards caster’s limit +45; Tertiary Seed: Contact (DC23), Factors: no language required (+4DC), communicate beyond planar boundaries (ad hoc +10); Tetriary Seed: Transport (DC 27). This spell snuffs the life force of a spellcaster of up to 30th level and animates it as a lich under the caster’s control. The subject is entitled to a Fortitude saving throw to survive the initial attack. If the save is successful, it instead takes 3d6+20 points of damage. Once the transformation is complete, the victim's soul is imprisoned in a small ring, which becomes the lich's new phylactery. Phylacteries created by this spell are inscribed with the name of the lich it was created for. Liches created by this spell are also linked to the caster by telepathy and can receive and understand orders regardless of distance or planar boundaries. A lich who is cut off from this link is still considered controlled by the caster and will attempt to carry out its last order to the best of it’s ability. Material Components: A small ring, which is inscribed with the name of the victim's soul by the spell. It is used up regardless of success of the spell. This spell is currently completely unmitigated. As is, it could be ritualized very easy. Best spell ive come up with really. |
| dok12-07-05, 01:18 PM | Instead of "Epic Spell Emporium", I think it would be more useful to gather Epic Spells by DC range. There's already the "Discount Epic Spell Emporium", meant for Epic spells with a base DC of 30 or less. Maybe an "Intermediate Epic Spell Emporium" for Epic Spells with DCs of 100 or less, and an "Advanced Epic Spell Emporium" for Epic spells with DCs over 100. I know the numbers are somewhat arbitrary (and should probably be in the thread titles) but if the goal is to make threads usable for folks looking for Epic spells, putting a DC range in the thread title would speed up searching considerably. |
| Gemstone12-07-05, 01:26 PM | Instead of "Epic Spell Emporium", I think it would be more useful to gather Epic Spells by DC range. There's already the "Discount Epic Spell Emporium", meant for Epic spells with a base DC of 30 or less. Maybe an "Intermediate Epic Spell Emporium" for Epic Spells with DCs of 100 or less, and an "Advanced Epic Spell Emporium" for Epic spells with DCs over 100. I know the numbers are somewhat arbitrary (and should probably be in the thread titles) but if the goal is to make threads usable for folks looking for Epic spells, putting a DC range in the thread title would speed up searching considerably. Maybe, but the thought with this thread was to stretch the imagination of our fellows :) maybe I can sort the spells after letter and Spellcraft DC as soon as the spells start dropping in |
| Karsus the Mad12-09-05, 03:09 PM | Here's my epic version of the worldweave spell, and my own creations, KHM and IIM. Mavin's Worldweave Evocation (Netherese) Spellcraft DC: 176 Components: V, S, XP Casting Time: 10 minutes Range: 1 mile Area of Effect: 1 mile radius/ level Duration: Permanent Saving Throw: No Spell Resistance: No To Develop: 1,584,000gp, 32 days, 63,360 XP; Seeds: energy (weather, DC 25); Factors: increase range to 5, 400 ft. (+34), area level dependent (+25), make permanent (x5); Mitigating Factors: decrease area by 50% (-2), increase casting time by 9 minutes (-18), expensive material component (-19), burn 20,000 XP (-200), field specialization (-5). The worldweave allows an archwizard to change the weather patterns of a large parcel of land until dispelled. Throughout Netheril's existence, this spell was used hundreds of times to stay the effects of the polar ice in its northern borders. This gave Netheril's land a temperate climate instead of one more suited for its placement on the globe-a subarctic clime. When cast, the archwizard is able to change the climate of an area by one grade-either up or down. Refer to the table below to determine the grade changes possible. It is possible to change the climate more than one step, but multiple layers of Mavin's Worldweave is required. Tropic/ Subtropic/ Temperate/ Subarctic Arctic 4 3 2 1 Subarctic 3 2 1 0 Temperate 2 1 0 1 Subtropic 1 0 1 2 Material Component: orb of storms XP Cost: 20,000 XP Karsus's Heavy Magic Conjuration (Netherese) Spellcraft DC: 237 Components: V, S, M, XP Casting Time: 4 hours, 11 minutes Range: 300 ft. Effect: Creates 1 cubic ft./ level of Heavy Magic Duration: Permanent Saving Throw: None Spell Resistance: None To Develop: 2,133,000gp, 43 days, 85,320 XP; Seeds: conjure (DC 21), transform (DC 21); Factors: augment minor magic item (+4), volume level dependent (+25), permanent (x5); Mitigating Factors: Increase area casting time by 10 minutes (-20), increase casting time by 4 hours (-8), decrease from 20 cubic ft. to 1 cubic ft. (-38), burn 5,200 XP (-52). Based off of Karsus's original research into Heavy Magic, this spell conjures the liquid magic. The Heavy Magic created by this spell has the consistency and color of quicksilver. The mercurial substance is easily enspelled and capable of being painted onto any surface. In order to enspell a mass of Heavy Magic, the caster needs at least one cubic foot of the substance per spell that the caster intends to enspell. Any non-epic spell can be cast into Heavy Magic, and any object that later comes into contact with it is affected as if the caster had cast the spell themselves. Material Component to be augmented: 1 cubic ft. of Chardalyn dust. Ioulaum's Imbue Mythallar Evocation (Netherese) Spellcraft DC: 278 Components: V, S, M, F, XP Casting Time: 3 days, 11 minutes Range: 30 ft. Effect: Imbues a mythallar to support quasi-magic items in a 1 mile diameter Duration: Permanent Saving Throw: No Spell Resistance: No To Develop: 2,502,000gp, 51 days, 100,080 XP; mythal (DC 25); Factors: Major prevalent power (allow creation of quasi-magical items,+1,300), increase area to 1 mile diameter (+104); Mitigating Factors: Anchored (x3/4), Focused (x3/4), Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200). Ioulaum created this spell after the Fall of Netheril, but has yet to actually test it. In theory, this spell gives a mythallar it's ability to provide the XP of any item creation costs within the 1 mile diameter of effect. All magic items crafted within the area are automatically quasi-magical (fully functional magic items within the 1 mile radius of a mythallar, but non-magical items outside) in nature. For more information on Mythallars and their function, check Lost Empires of Faerun, Artifacts of the Past. Material Component: rod of excellent magic Focus: mythallar XP Cost: 20,000 XP BTW, how do others calculate multiplying mitigating factors? It makes a massive difference. My Imbue Mythallar would have a drastically lesser DC if I applied the Anchored and Focused last, instead of first. |
| Gemstone12-09-05, 03:51 PM | Here's my epic version of the worldweave spell, and my own creations, KHM and IIM. BTW, how do others calculate multiplying mitigating factors? It makes a massive difference. My Imbue Mythallar would have a drastically lesser DC if I applied the Anchored and Focused last, instead of first. Hmm... good question. Perhaps you could add a section in your factor thread :) But I would say that the biggest factor first. Thus a multiplying factor would go like this: x3, x4, x3/4, x1/27 x4 x3, x3/4, x1/27 |
| Starmage2112-09-05, 04:49 PM | Here's my epic version of the worldweave spell, and my own creations, KHM and IIM. BTW, how do others calculate multiplying mitigating factors? It makes a massive difference. My Imbue Mythallar would have a drastically lesser DC if I applied the Anchored and Focused last, instead of first. Take a look at the example Mythal creation, and the step-by-step approach lined out before the mythal charts. I do believe that the mitigating factors apply AFTER you have figured out the DC for the Mythal seed itself. |
| Gemstone12-10-05, 05:44 PM | Take a look at the example Mythal creation, and the step-by-step approach lined out before the mythal charts. I do believe that the mitigating factors apply AFTER you have figured out the DC for the Mythal seed itself. Oh yeah, mitigating factors are always calculated after factors :) Oh yeah, I also posted a new spell above, called Win of Vengeance. |
| KobaldArchmage12-10-05, 07:15 PM | consider Ioulaum's Imbue Mythallar stolen let me see, might this be of use? Magical Backlash Abjuration Spellcraft DC: 116 Components: V, S Casting Time: 1 Standard Action Range: 300 ft Area: 60 ft radius Duration: Instantaneous, 20 minutes Saving Throw: none Spell Resistance: none To develop: 1,044,000 gp; 21 days; 4,760XP; Seed: Dispel(DC 19), Afflict(DC 14); Factors: increase Dispel bonus to +50( DC +40), increase penalty to –10(DC +16), change penalty to circumstance(adhoc DC +15), change to area[20 ft radius](DC +10), increase area by 300%(DC +12); Mitigating factors: Make penalty dependant on a successful Dispel Check(adhoc DC–10); Magical Backlash Wrests the forces of magic within an area and turns it into a dehibilitating effect Magical Backlash dispels ongoing spell effects cast on a creature or object, temporarily suppresses the magical abilities of a magical item, and ends ongoing spells within its area of effect. Every Creature, Object, and Spell in the Area of Effect is affected by a targeted dispel. The caster makes a Dispel Check against Every Creature, Object and Spell in the Area (Dispel check- 1d20+caster level(Maximum +50)) A dispelled spell ends as if its duration had expired.Magical Backlash can defeat all spells, even those not normally subject to Dispel Magic.Magical Backlashcan dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it effects spell-like effects just as it affects spells. If an Object is successfully dispelled all its magical properties are suppressed for 20 minutes after which the item recovers on its own. A suppressed Item becomes non magical for the Duration of the effect. An interdimensional interface is temporarily closed. A magic item’s physical properties are unchanged. Any Creature, Object, or Spell is potentially subject to Magical Backlash, even the spells of Gods and the abilities of Artifacts. However, Magical Backlash goes beyond simply Dispeling spell or effects, it picks up the sundered remnants of spells and crafts them into a weapon as well. If the caster is successful in even ONE dispel attempt all creatures within the Area of Effect take a –10 circumstance penalty to Attack Rolls, Checks, and Saving Throws for the Duration of the effect. SPECIAL- in regards to counterspelling. Magical Backlash can be used to Counterspell standard Spells and Epic Spells as usual, and if successful, the penalty to Attack Rolls, Checks, and Saving Throws takes effect in an area centered on the caster of the countered spell. any feedback would be greatly appreciated |
| Karsus the Mad12-11-05, 12:06 AM | Take a look at the example Mythal creation, and the step-by-step approach lined out before the mythal charts. I do believe that the mitigating factors apply AFTER you have figured out the DC for the Mythal seed itself. I know that:P I meant the location in the mitigating factors part. The way I did it is To Develop: 3,033,000gp, 61 days, 121,320 XP; mythal (DC 25); Factors: Major prevalent power (allow creation of quasi-magical items,+1,300), increase area to 1 mile (+208); Mitigating Factors: Anchored (x3/4), Focused (x3/4), Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200). But if you do it last, like this To Develop: 5,103,000gp, 103 days, 204,120 XP; mythal (DC 25); Factors: Major prevalent power (allow creation of quasi-magical items,+1,300), increase area to 1 mile (+208); Mitigating Factors: Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200), Anchored (x3/4), Focused (x3/4). you get a massive 567 DC instead of the semi-massive 337. That's if I did my calculation correct (haven't been doing that lately). |
| Gemstone12-11-05, 04:46 AM | consider Ioulaum's Imbue Mythallar stolen let me see, might this be of use? any feedback would be greatly appreciated Indeed it would :) I should've said it, but I changed the template so it will be easier for me to move it up to the first post. Please post without quotes from now on ;) |
| KobaldArchmage12-11-05, 12:07 PM | quotes removed! expect Primal Sword of the Archmagi to be up soon! |
| Starmage2112-11-05, 01:32 PM | Indeed it would :) I should've said it, but I changed the template so it will be easier for me to move it up to the first post. Please post without quotes from now on ;) no, you should quote your epic spells. Makes em easier to read IMO. Just dont put a source in there, because it italisizes all text inside the quote. |
| Gemstone12-11-05, 01:56 PM | no, you should quote your epic spells. Makes em easier to read IMO. Just dont put a source in there, because it italisizes all text inside the quote. Of course it makes em easier to read, but it takes me a longer time to add them to the index above if they are quoted, since I have to edit them on forehand. WHat does Karsus and Banpai say? |
| KobaldArchmage12-11-05, 02:17 PM | Primal Blade of the Archmagi Evocation[Force, Fire(or Acid or Electricity or Cold or Sonic)] Spellcraft DC: 150 Components: V,S Casting Time: 1 Standard Action Range: 300ft Effect: One Blazing Sword Duration: One Hour (600 rounds)(D) Saving Throw: None Spell Resistance: Yes(see text) To develop: 1350000gp; 27 days; 54000XP; Seed:Mage’s Sword(DC 27;see below), Energy( DC 19); Factors: Energy Damage +10d6(DC +20),Sword has a +10 enhancement bonus(DC +35), Sword deals +6d6 Damage( DC +12), Increase Duration by 3000%(DC +60) Dismissible by Caster(DC +2), +10 on Caster level against Dispel Checks(DC +20); Mitigating factors:Burn 3500 XP on Casting(DC –35); This spell brings into being a shimmering, swordlike plane of force wreathed in Flames. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +10 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 10d6+10 points of force damage and 20d6 points of Fire Damage, with a threat range of 19–20 and a critical multiplier of x2, however the extra Fire Damage is not multiplied on a critical Hit. The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it, however the Primal Blade gains a +10 bonus on caster level checks to resist Dispel attempts. The sword’s AC is 20 (10, +0 size bonus for Medium object, +10 deflection bonus). If an attacked creature has spell resistance, the resistance is checked the first time the Primal Sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. [b]XP cost:[b] 3500xp The archmage that created the spell’s name is lost to time, however it is also known that s/he crafted four other spells similar in effect to Primal Blade of the Archmagi, each utilizing a different element- Acid, Electricity, Cold, and Sonic |
| KobaldArchmage12-17-05, 07:27 PM | Damnation! I seem to have forgotten to post the Mage Blade Seed Seed: Mage’s Sword Evocation[Force] Spellcraft DC: 27 Components: V,S Casting Time: 1 standard action Range: 75 ft Effect: One Sword Duration: 20 Rounds Saving Throw: None Spell Resistance: Yes This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. For every additional +1 enhancement bonus, increase the DC by +5. (This also affects the deflection bonus, see below) As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2. (For every additional 1d6 of Damage the sword does on a standard hit, increase the DC by +2) The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers. Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus(this bonus is always equal to the enhancement bonus on the weapon.)). If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. Fixed! Shadowed Soul will be up tomarrow |
| Gemstone12-18-05, 01:37 PM | I fixed all spells so that they now can be viewed as non-italics. Much better if you ask me :) |
| green_yawgmoth12-18-05, 03:40 PM | Okay, here's a spell I made for a necromancer of mine. Ya kill everything in the area, then animate the corpses and make your humble abode using undead labor (created with other spells, obviously). Then no one wants to come near you because of the horrible stigma attached to the area! :devil: Rain of Pestilence Evocation [acid][fire] Spellcraft DC: 118 Components: V, S Casting time: 10 minutes Range: 0 ft. Area: 30 mile radius emanation Duration: 1 week Saving Throw: Reflex half (see text) Spell resistance: Yes To Develop: 1,062,000gp; 22 days; 42,480 xp. Seeds: Energy [weather] (DC 25), Energy [acid] [fire] (DC 38), Drain (DC 19). Factors: Increase area by 1400%: (+56 DC), Increase duration to 1 week: (+14 DC), Add disease effect (fire taint): (ad hoc +21 DC). Mitigating factors: Reduce acid damage to 2d6: (ad hoc -16 DC), Reduce fire damage to 3d6 (ad hoc -14 DC), Reduce damage to d4: (-5 DC), Increase casting time to 10 minutes (-20 DC). The spell causes billowing, shadowy, dark red clouds with black lightning to form over the area and blot out all natural sunlight. After 10 minutes has passed, a deafening thunderclap sounds, and a torrent of near boiling acid rain pours down on the area. This malign thunderstorm deals 2d4 acid damage, 3d4 fire damage, and 4 con damage each round (but cannot reduce a creature to less than 1 con), and lasts for 1 week. Creatures may make reflex saves for half damage, but must make their saves every round. In addition, any creature in the spell’s area must make a fortitude save or contract fire taint (see below). This spell leaves the entire area burnt and blackened, and generally a desolate wasteland incapable of supporting life without powerful magic. Fire taint: inhaled, incubation 1 day, damage 1d4 wis; must make an additional fort save or 1 point of this damage is permanent ability drain instead. Fire taint is from the BoVD, and the Drain seed is from Dicefreaks. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| sandskimmer12-18-05, 04:37 PM | Acerak’s All Knowing Mind (10th level Wizard spell/Epic) Divination Spellcraft DC: 35 Components: V, S, M Casting Time: 1 minute Range: 5 ft. Area: 5-ft.-radius hemisphere Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 315,000 gp; 7 days; 12,600 XP. Seed: Reveal (DC 19). Factors: different use (ad hoc X2 DC), added material components (ad hoc - 3 DC). A true dweomer created by the ancient and powerful demi-lich known as Acerak, this spell allows a mage to instantly discern the abilities and powers of all magic items within a 5 foot radius. The mage need not touch or in anyway handle any of the items in the area of effect, but he does need to be able to view them with his eyes. This spell will let the mage know if any items are cursed (and what exactly is the nature of the curse). The mage will also know exactly all the powers and abilities of all the items in the area of effect without error. The material component for this spell is burning incense, strips of ivory formed into a rectangle pressed to the caster’s forehead, a pearl of at least 500 gp value swallowed whole, and the golden feather of a hsiao (sh-HOW) or a celestial owl steeped in elven faye wine (aged at least 1,000 years) and drank. Note: see the Mystara Monster Compenduim for a description of the hsiao. |
| sandskimmer12-18-05, 04:40 PM | Etienne’s Armageddon (10th level Wizard spell/Epic) Evocation Spellcraft DC: 255 Components: V, S, M Casting Time: 10 minutes Range: 100 miles Area: 100 sq. miles Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: No To Develop: 2,295,000 gp; 46 days; 101,800 XP. Seed: Destroy (DC 29). Factors: increased range to 100 miles (+88 DC), increased area to 100 miles (ad hoc +250 DC), increased damage die 2 steps (+ 20 DC), no SR (ad hoc +2 DC). Mitigating factors: backlash damage of 10d6 (-10 DC), added material components (ad hoc - 4 DC), increased casting time to 10 minutes (-20 DC), burn 10,000 XP (-100 DC). Etieene d’Amberville created this spell during the Immortal’s war when the armies of Alphatia nearly conquered Etieene’s homeland of Glantri. This spell has a different affect every time it is cast, but the amount of destruction caused is always the same. Everything within 100 square miles of the intended focal point suffers 10d10 points of damage plus 1 point per level of the caster and must make a Fortitude save (DC 30) regardless of the amount of damage sustained, or die from massive damage. The exact effects of this spell are up to the DM to decide, but can include everything from a giant tsunami, a gigantic earthquake, a massive landslide, the explosion of an enormous volcano deep beneath the surface of the earth, to a killer asteroid falling from the sky. Geographical and geological considerations will probably play an important role in determining the exact cause of the damage. Also, keep in mind collateral damage that will occur as a result of the initial catalyst; raging fires, dense smoke (that may block the sun for days causing temperatures to plummet well below freezing), floods, etc. Needless to say, the region will be totally uninhabitable for some time. When Etienne cast this spell, it caused nearly 70% of the large island empire of Alphatia to sink beneath the ocean and to be forever lost! The material components for this spell is a model replica of the area to be affected (made to scale) and a pinch of mineral or liquid native to the area sprinkled atop the model. |
| green_yawgmoth12-18-05, 05:29 PM | Sandskimmer, you do know that there are already factors for changing the target to area (which you forgot, and is +10 to go to a 20 ft radius), and for increasing area (+2/100% increase). So to go from target to area, and 20 ft radius to 100 milles would cost +26,410 DC. Also, your spell should be necromancy, since all you use is the destroy seed. I would also say that your ad hoc for no SR should be a hell of a lot more than +2, if at all; if all it took was a +2 DC for no SR at all, then the "gain a +1 bonus on caster level to beat SR" would not exist, since gaining a mere +1 costs +2 DC. I'd say just figure out an applicable bonus to the caster level and forget about the ad hoc. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| sandskimmer12-18-05, 05:44 PM | Sandskimmer, you do know that there are already factors for changing the target to area (which you forgot, and is +10 to go to a 20 ft radius), and for increasing area (+2/100% increase). So to go from target to area, and 20 ft radius to 100 milles would cost +26,410 DC. Also, your spell should be necromancy, since all you use is the destroy seed. I would also say that your ad hoc for no SR should be a hell of a lot more than +2, if at all; if all it took was a +2 DC for no SR at all, then the "gain a +1 bonus on caster level to beat SR" would not exist, since gaining a mere +1 costs +2 DC. I'd say just figure out an applicable bonus to the caster level and forget about the ad hoc. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif Hmm. Guess I overlooked those area/range things. Good point about the destroy seed though. I'll see what I can do to make it more rules compatible without having a ridiculously high dc of 26 billion, er, I mean 26,410. Thanks. |
| KobaldArchmage12-18-05, 07:52 PM | Mystic Hemorrhage Abjuration Spellcraft DC: 150 Components: V,S Casting Time: 1 Standard Action Range: 300 ft Area: 60 ft radius Duration: 20 minutes Saving Throw: Will negates Spell Resistance: yes To develop: gp; days; XP; Seed: Afflict (DC 14); Factors: increase caster level penalty to –20 (DC +76), Remove Fear Descriptor (adhoc DC +15), Remove Mind-affecting Descriptor (adhoc DC +15), Change School to Abjuration (adhoc DC +5), Change from Target to Area [20 ft radius] (DC +10), Increase Area by 300% (DC +12), Increase Will Save DC by +20 (DC +40), +10 bonus on Checks vs. Spell Resistance( DC +20); Mitigating factors: Consumes 2 9th level spells from the caster (DC –24), Burn 1300xp per casting (DC –13); This Spell Creates a Burst of mystical energy similar to a Dispel Magic spell. However while Dispel Magic and Similar spells directly attack to integrity of a spell or effect, Mystic Hemorrhage causes magical effects to loose the energy that sustains them. Every Creature, Magic Item, Spell or Magical Effect that fails the Will Save (30+ any applicable modifiers) have their Caster Levels reduced by 20 for the duration of this spell (for spell effects, calculate there Will Save Modifier the same as you would a Magic Item- ½ caster level+2). Spellcasters don’t actually loose access to spells they are just cast at a reduced Effectiveness (example- a 30th level wizard affected by this spell would cast Polar Ray as a 10th level caster dealing 10d6 points of damage out to a range of 50 ft). A Magic Item still functions, but only up to the limits of its caster level(example- a Fighter’s +10 Keen, Wounding, Fiery Blast Longsword (Caster Level 30) affected by this spell would be reduced to a +3 Keen, Wounding Longsword. A Set of Bracers of Epic Armor +15(caster level 30) would be reduced to Bracers of Epic Armor +5(the Most a Pair of Bracers of Armor with a caster level of 10 could be.)). A Magical Effect effect is re-calculated according to its new level, if the effect’s Duration would have already expired at the (new) lower caster level the spell ends (example- a Black Tentacles spell cast by a 30th level wizard would have a grapple modifer of +38 and a duration of 30 rounds, when affected by this spell its Grapple modifier would change to +18 and its duration would be reduced to 10 rounds, if the Black Tentacle effect had been in effect for 11 rounds or more, the effect would immeadiately end as if the duration had expired naturally(which did happenen)). Spell Slot Sacrifice : Two of your 9th level spell slots for the Day upon each casting of the Spell [b]XP cost: [b] 1300xp |
| green_yawgmoth12-18-05, 07:58 PM | Well, without any mitigators, it's 26,547. Since this sounds like a spell that would only be cast under the most dire of circumstances, and you plan on it taking 10 minutes, why not make it a large ritual? Add it the maximum backlash (around 100d6: -100 DC), the max xp cost (20,000xp: -200 DC), and irreversible death (-50 DC), And you're off to a good start. A really big mitigator would be to simply reduce the size, knock the range extension completely off (50 miles in every direction from 300 ft away would be plenty), and maybe require some kind of extremely rare and/or expensive material component that could knock off a few hundred from the DC. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| green_yawgmoth01-02-06, 09:58 AM | Rain of Pestilence Evocation [acid][fire] Spellcraft DC: 118 Components: V, S Casting time: 10 minutes Range: 0 ft. Area: 30 mile radius emanation Duration: 1 week Saving Throw: Reflex half (see text) Spell resistance: Yes To Develop: 1,062,000gp; 22 days; 42,480 xp. Seeds: Energy [weather] (DC 25), Energy [acid] [fire] (DC 38), Drain (DC 19). Factors: Increase area by 1400%: (+56 DC), Increase duration to 1 week: (+14 DC), Add disease effect (fire taint): (ad hoc +21 DC). Mitigating factors: Reduce acid damage to 2d6: (ad hoc -16 DC), Reduce fire damage to 3d6 (ad hoc -14 DC), Reduce damage to d4: (-5 DC), Increase casting time to 10 minutes (-20 DC). The spell causes billowing, shadowy, dark red clouds with black lightning to form over the area and blot out all natural sunlight. After 10 minutes has passed, a deafening thunderclap sounds, and a torrent of near boiling acid rain pours down on the area. This malign thunderstorm deals 2d4 acid damage, 3d4 fire damage, and 4 con damage each round (but cannot reduce a creature to less than 1 con), and lasts for 1 week. Creatures may make reflex saves for half damage, but must make their saves every round. In addition, any creature in the spell’s area must make a fortitude save or contract fire taint (see below). This spell leaves the entire area burnt and blackened, and generally a desolate wasteland incapable of supporting life without powerful magic. Fire taint: inhaled, incubation 1 day, damage 1d4 wis; must make an additional fort save or 1 point of this damage is permanent ability drain instead. Fire taint is from the BoVD, and the Drain seed is from Dicefreaks. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif I'd really like to get a little feedback on this spell, and I will commit thread necromancy to do it. :P http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| KobaldArchmage01-20-06, 05:04 PM | two requests- Vestments of Pure Power Evocation Spellcraft DC: 430 Components: V, S, Xp, F Casting Time: 100 days Range: Personal Duration: 1 year Development Cost: 3,870,000gp, 154,800xp, 78 Days Seeds- Seed: Mythal (DC 25) Seed: Fortify [enhancement bonus to 6 abilities] (DC 17x6 [DC 102]) Seed: Fortify [non-standard bonus to 22 different statistics] (DC 23x22 [DC 506]) Seed: Armor [4 different bonuses to AC] (DC 14x4 [DC 56] Factors- Prevalent Powers* (+33 DC) +60 Competence bonus to 60 skills (+354 DC x10 [+3540 DC]) +12 Enhancement to all 6 ability scores (+22 DC x6 [+132 DC]) +10 Resistance bonus on all saves (+54 DC x3 [+162 DC]) +10 Profane bonus on all saves (+54 DC x3 [+162 DC]) +10 Luck bonus on all saves (+54 DC x3 [+162 DC]) +10 Insight bonus on all saves (+54 DC x3 [+162 DC]) +16 Armor bonus to AC (+24 DC) +10 Profane Bonus to AC (+90 DC) +10 Luck Bonus to AC (+90 DC) +10 Insight Bonus to AC (+90 DC) Mitigating Factors- Change from Area to Personal (-2 DC) Increase casting time to 100 days (-200 DC) Require Dark Speech (-2 DC) 81 additional casters contributing 6th level spell slots (-1089 DC) Burn 20,000 xp upon casting (-200 DC) Capstone (-20 DC) Anchored (x3/4 DC) Corruptible (x3/4 DC) Reduce Corruption Time to 1 year (adhoc x1/5 DC) This spell creates a web of magic that is then bound to the caster's flesh. It is invisible to conventional senses, but the caster's whole body thereafter radiates magical energy from all eight schools. The vestment grants a +12 enhancement bonus to Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. It grants a +10 profane bonus to armor class and saves. It grants a +10 luck bonus to armor class and saves. It grants a +10 insight bonus to armor class and saves. It grants a +10 resistance bonus to saves. It grants a +16 armor bonus. It grants immunity to fire, cold, electricity, acid and sonic damage. It grants a +60 competance to Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (psionics), Knowledge (religon), Knowledge (the planes), Sense Motive, and Spellcraft checks. Once formed, the vestment cannot be dispelled, disjoined, or suppressed by any nonepic spell. A character attempting to dispel the vestment with an epic spell (such as superb dispelling) must succeed on a caster level check (DC 21 + the the vestment's caster level) to succeed. An antimagic field has the same effect on the vestment as on all epic magic, but otherwise does it no harm. However this spell begins to unravel after 1 year, suffering corruption effects as outlined in LEoF pg. 47 unless a Rejuvenation spell is cast. This rejuvenation spell has a base Spellcraft DC of 2,668 before Mitigating Factors are applied. Verbal Component: The verbal component is spoken in the Dark Speech. XP Cost: 20,000 XP. Buried Treasure Transmutation Spellcraft DC: 61 Components: V,S Casting Time: 1 Action Range: 300 ft Area: one 10ft cube Duration: Permanent Saving Throw: Fort Negates Spell Resistance: Yes To develop: 549,000gp; 11 days; 21960 Xp; Seed: Transform (DC 21); Factors: Transform living creature into a nonmagical, inanimate object (DC +10), Transformation involving Stone (Hardness 8) (DC +4), 1 action casting time, Change area to 4- 10ft cubes; Mitigating Factors: Reduce Area to one 10ft cube (adhoc DC –8); This Spell Transforms a 10ft cube of space into a nonmagical, inanimate 10ft cube of stone. If a creature occupies the affected area you must make a Spell Resistance check (if appropriate), and they may make a Fortitude Save to negate this spell, if so negated (by any one in the area) the spell Fizzles, otherwise all creatures and nonmagical items immediately turn into a homogenous (solid) 10ft cube of stone. Should this spell be cast upon an area with a creature with a space larger than a 10ft cube, the Spell Immediately Fizzles. This spell is Called Buried Treasure because of an interesting interaction of the transformational magic of this spell and magic items. They remain unchanged and embedded within the stone. An Enterprising Caster could simply Disintegrate the surrounding stone and claim the Buried Treasure for him or her self. |
| Edea01-20-06, 07:57 PM | Fall of Eden Evocation Spellcraft DC: 70 Components: V, S Casting Time: 10 minutes Range: Personal Area: 20 mile radius, centered on you Duration: 20 hours Saving Throw: None Spell Resistance: No Development (630,000 gp, 13 days, 25,200 XP): Seed: weather (version of the energy seed): (+25 DC) Seed: prism (based on the prismatic spray effect): (+27 DC) Factor: increase area by 1,000% (+40 DC) Mitigator: increase casting time to 10 minutes (-20 DC) Mitigator: reduce range to personal (-2 DC) Upon completing this spell, the sky will suddenly fill with bright, sickeningly pink cloud formations. Every round thereafter, a wide variety of flowers and other flora will begin to fall onto the affected area. For every round a creature spends out in the effects of this spell, roll a 1d8 to determine the consequences: 1-takes 2d6 points of fire damage (a rose lands on them and explodes) 2-takes 2d6 points of acid damage (they get sprayed with nectar) 3-takes 2d6 points of electricity damage (a lily explodes in their faces) 4-takes 1 point of permanent Constitution drain (seeds suck up bone marrow) 5-becomes confused for 1 minute (they get sprayed with pollen) 6-takes 1 point of permanent Dexterity drain (thorns embed themselves in the tissue) 7-takes 2d6 points of cold damage (a blue tulip blows up on them) 8-struck by two effects; reroll, disregarding 8s, until 2 effects are produced. These effects continue until the duration of the spell ends. The fallen plants will take root and grow instantly at the places where they land, but they do so as normal plants. They will not grow on creatures or animated areas, such as a genius loci. The spell gets its name from the aftermath of the casting; miles upon miles of rose briars, tulip groves, and other floral phenomenon, without any trace of whatever it was they grew on, buildings or otherwise. An elder druid uses this spell when urban society gets a bit too close to his/her grove for comfort. |
| Rhadamanthus01-22-06, 08:47 PM | Reproportionment Transmutation Spellcraft DC: 41 Components: V, S Casting Time: 4 days, 11 minutes Range: Personal Area: You Duration: Permanent Saving Throw: None Spell Resistance: No To develop: 369,000gp; 8 days; 14,760XP; Seed:Transform(DC 21); Factors:Transform into any size (+48 DC); Mitigating factors:Increase casting time by 10 minutes (-20 DC), Increase casting time by 4 days (-8 DC) This spell gives the caster the ability to change his size on command, from Diminutive all the way up to Colossal. He gains the benefits and disadvantages of the type that he assumes. The caster’s gear increases or decreases size with him. |
| Plissken01-25-06, 12:42 PM | best. epic. spell. thread. ever. |
| Plissken01-25-06, 01:48 PM | Nexus of Souls Necromacy Spellcraft DC: 213 Components: V, S, M Casting Time: 1 Hr Range: 2 Miles Area: 1/2 Mile Radius Duration: Instantanious Saving Throw: Will Negates Spell Resistance: Yes To develop: 1,500,000 gp; 31 days; Seed: ? Upon the completion of the spell a massive blue tornado like whilwind encompasses the effected area. All creatures in the effected area make a will save or have their soul torn from them and imprisoned into the genstone. Their bodies lay lifeless until the gemstone is destoryed. The effected creatures may not be rasied or animated as undead, or brough back to life through a resuraction, wish, or any other means. If a body is damaged while the soul is imprisoned, the soul is unaffected until the gemstone is destroyed. If the genstone is destroyed and a body has been damaged, all of this damage affects the soul (possibaly killing the creature) once the gemstone has been destroyed. The wearer of the ring gains all the knowledge and intimate details of all the memories of every soul imprisoned in the ring. The wearer of the ring may access any one specific memory in 7d10 -10 rounds. The wearer has a general idea of all the memories in the ring. Every day the ring is worn, the soul have a chance of gaining the memories of the wearer. The wearer must make a will save every day the ring is worn. If the wear fails the save, he is not required to make any more subsiquent saves, as his memories are now in the stone. If the souls are released, and the body is still intact, they will retain these new memories, as well as the memories of others imprisoned. If the wearer fails his save once, and a new wearer uses the ring, the memories of the old owner are know by the new owner. Material Component: Focus: One Magic Jar containing the soul of a CR 21+ Creature, one gem stone worth at least 500,000 gp, mounted on a ring. Unfortunatly, I do not have any of my books with me for referance, so could someone please comment/suggest something/values for Seed? Thanks. Also a recomendation on DC's would be helpful |
| Karsus the Mad01-27-06, 08:05 PM | Unfortunatly, I do not have any of my books with me for referance, so could someone please comment/suggest something/values for Seed? Thanks. Also a recomendation on DC's would be helpful energy (weather aspect for the tornado), slay (to kill them), transport (to transport the souls into the gem), compel (to keep the souls in the gem), and reveal with an adhoc (to gain access to their memories). |
| Yodasatomicweed01-27-06, 08:53 PM | Flaming Wrath Evocation [Fire] Spellcraft DC: 75 Components: V,S Casting Time: 1 minute Range: Touch Target: You or creature touched Area: 10 ft. radius emanation Duration: Permanent Saving Throw: Will negates, Reflex half (see text) Spell Resistance: Yes To Develop: 675,000 gp; 14 days; 27,000 XP Seed(s): Energy (DC 19) Factors: Increase damage to 10d6 (+16 DC), Permanent (x5 DC) Mitigating Factors: 100d6 Backlash (-100 DC) This spell surrounds the target with a blazing inferno of fire. The flames emanate from the target to a distance of 10 ft. All creatures and magical objects who are unwillingly forced into this hellstorm can make a Reflex save (DC 10+ Relevant ability modifier) for half damage, provided they leave the area in the most direct route possible as quickly as they can. Those who willingly enter the flames (this includes the target) take 10d6 fire damage every round as they are blasted by the flames emanating from the target. The target is well advised to have some type of fire immunity, lest they die from the damage. The target can suppress the flames as a full round action provoking an attack of opportunity at will, and can then re-activate them in the same manner, if the caster chooses to allow the target to do so at the time of the casting. If the target is unwilling, they receive a Will saving throw to negate the spell entirely. If successful, the flames do not start, and the spell simply fails, with a slight warming of the air being the only side effect. If they fail, they are effectively screwed unless someone can dispell the effect through means that can normally dispell an epic spell. If the target is willing, he is immediately wreathed in flames when the spell is completed. This spell is horribly uncontrolled, and only a sturdy spellcaster extremely knowledgable in such things can attempt to use this spell, as the caster must have at least 50 levels in the relevant spellcasting class, because the caster is charred almost to crisp as he takes 100d6 points of backlash damage. After the spell is cast, the target is free to go around causing fiery mayhem. I developed this spell after one of my characters gained immunity to fire in a way that cannot be dispelled/removed, so he doesn't need to worry about being damaged by the spell. I'm curious to see what everyone else thinks about this spell, and what modifications, if any, would be suggested. |
| KobaldArchmage01-27-06, 09:15 PM | Backlash on a Permanent Spell is a big No-No, you take the backlash damage every round, forever and you can't make yourself immune to the damage |
| Yodasatomicweed01-27-06, 09:39 PM | Oops, I didn't realize that. I guess I need to revise that spell a little bit. Let me go grab my Epic Level Handbook and check on some stuff... Ok, I found a reasonable solution. Instead of 100d6 points of backlash damage, I'm changing it to a mitigating factor of burning 10,000 XP. That's a bit more than I'd like, but I was shooting for a reasonable DC. 175 is not really feasible for pretty much any epic spellcaster, unless someone has some massive skill increasing items, an ungodly relevant ability score, massive ranks in synergy skills, epic skill focus, and maybe some other stuff. Does this work? Also, I want this to be practical, and actually usable, as a 100 day ritual using 81 spellcasters is not gonna happen, something is gonna disrupt it. |
| Karsus the Mad01-27-06, 10:04 PM | Throwing in some expensive material components (maybe a ring of fire immunity...fits the theme) to lower the DC can help. |
| KobaldArchmage01-27-06, 10:29 PM | oh- once you have gotten to 50th level, you probably have some good credit with at least one religion and can get a handful of clerics to help you cast a spell, 6 17th level clerics contributing a 9th level spellslot gives you a -102dc Mitigation factor |
| Yodasatomicweed01-27-06, 10:56 PM | Yea, except to my knowledge, expensive material components are a completely ad-hoc ruling. I try to avoid ad-hoc rulings, because they cause disagreements about what constitutes an appropriate DC. I suppose -1 DC for every 1,000 gp for material components would be reasonable, since gold pieces are much more valuable than XP, but 10,000 gp for -1 DC seems a bit unreasonable. So...an extensive material component worth 100,000 gp. Maybe 1,000,000 gp for a stringent DM. A Ring of Elemental Immunity (fire) costs 240,00 gp, which would mean a -240 to the DC. Since -100 DC is already in place, then I really only have 140 DC. But since it's permanent, I have to divide that by 5...so I have 28 DC to mess around with. I could use 20 of that to change each d6 to a d10. That leaves 8. I'll go with...dismissable by caster (+2 DC), no verbal component (+2 DC), no somatic component (+2 DC), and for the heck of it, +1 on caster level checks to beat foe's dispel effect (+2 DC). The completed, revised spell is as follows... Flaming Wrath Evocation [Fire] Spellcraft DC: 75 Components: None Casting Time: 1 minute Range: Touch Target: You or creature touched Area: 10 ft. radius emanation Duration: Permanent Saving Throw: Will negates, Reflex half (see text) Spell Resistance: Yes To Develop: 675,000 gp; 14 days; 27,000 XP Seed(s): Energy (DC 19) Factors: Increase damage to 10d6 (+16 DC), Increase damage die by 2 steps (+20), No verbal component (+2), No somatic component (+2), Dismissable by caster (+2), +1 on caster level check to beat foe's dispel effect (+2), Permanent (x5 DC) Mitigating Factors: Expensive material component (-240 DC) This spell surrounds the target with a blazing inferno of fire. The flames emanate from the target to a distance of 10 ft. All creatures and magical objects who are unwillingly forced into this hellstorm can make a Reflex save (DC 10+ Relevant ability modifier) for half damage, provided they leave the area in the most direct route possible as quickly as they can. Those who willingly enter the flames (this includes the target) take 10d10 fire damage every round as they are blasted by the flames emanating from the target. The target is well advised to have some type of fire immunity, lest they die from the damage. The target can suppress the flames as a full round action provoking an attack of opportunity at will, and can then re-activate them in the same manner, if the caster chooses to allow the target to do so at the time of the casting. If the target is unwilling, they receive a Will saving throw to negate the spell entirely. If successful, the flames do not start, and the spell simply fails, with a slight warming of the air being the only side effect. If they fail, they are effectively screwed unless someone can dispell the effect through means that can normally dispell an epic spell. If the target is willing, he is immediately wreathed in flames when the spell is completed. Due to the extreme power of this spell, it is fueled by a very expensive material component: a Ring of Elemental Immunity (fire), which is burned to a crisp and completely consumed during the casting, and it is completely irrepairable. The caster can dismiss this spell whenever he wishes, and also gains a +1 bonus on any caster level checks to beat a foe's dispel effect. After the spell is cast, the target is free to go around causing fiery mayhem. |
| rob_douglas01-28-06, 12:57 AM | That is an expensive emanation. Especially with the Ring of Immunity as a cost. I wonder why you want it permanent (with only +1 to caster level dispel check) instead of just making it long lasting - like 40 hours, or 20 days. It is only +48DC to make it last 24 times as long - or 20 days. This is not a combat spell - despite it having some combat usefulness in effect (target can be unwilling, is affected as well) but with a 1 minute casting time - not likely. So I would add back in the verbal and somatic components, and increase the casting time to 10 minutes. That should save you some DC. Let's see, doing all of the above, it is 19+20+48+2+2+20-18 = 83. With a few more mitigating factors, you could get this back down to 75 and increase the Dispel level effectiveness by 10 or more. This is important, because if you are a straight caster, you are likely to only fight something with a caster level <= your level +4. The opponent's Dispel check is going to only need a 7 to get through - if you increase your effective level by 14 or more, it can't easily be dispelled except by a dedicated dispeller. And that person can dispel it even with the +1, so I would either remove or increase that. If you can get a cohort to offer just one spell to this, you can get a nice mitigating factor from a ritual. Or another PC - anyone with a spare Epic or other spell slot every 20 days. Worst case, if it gets dispelled, you can cast it again later or the next day. Just my 2 coppers. ROB |
| Karsus the Mad01-28-06, 08:25 AM | Yea, except to my knowledge, expensive material components are a completely ad-hoc ruling. Mummy Dust in the ELH uses a 10,000gp (-4) material component, Necromantic Singularity in CoR uses a sphere of annihilation as an artifact material component (-50). There's no generic factor/mitigating factor for material components, but there's examples that all follow the same "2,500gp worth of materials gives a -1 DC", so it's not really adhocing in the sense of making it up out of the blue. There's a pattern to it, so as long as you stay with the pattern , a DM shouldn't be anti-material components (especially if the material component is a rare unique item...give the DM far more control of the availability of casting the spell). It's also good flavor to have the material component be something that fits the theme of the spell, tho' it doesn't actually do anything mechanically. It simply makes the spell feel more nice. For a 240,000gp magic item, using the pattern from ELH, it'd be a -96 to DC. Not as high as 240, but still rather hefty. I had a thread on here somewhere listing a lot of factors and mitigating factors, both from sources and homebrewed, called Epic Spell Creativity, but I can't find it on the boards anymore. I did find the archive here (http://boards1.wizards.com/archive/index.php/t-432709.html) however. |
| Nhandross Nassadhora01-29-06, 04:16 PM | Seed Energy: DC 19 Seed Heal (modified to inflict damage to living creatures): DC 25 Personal: -2 DC Enlarge area of 400%: +16 DC standard action: + 20 DC This spell is very effectyve when launched from an undead spellcaster. A black and smoky gaseous wave explodes from the spellcaster. Everyone living in the area (100 foot radius) has to do 2 fortituve saves: First the wave sucks all vital energy of subjects. Everyone has to success in a fortitude save orlose all his hit points minus 1d4. Second, the cold of unlife permeates their bodies: Everyone in the area takes 20d6 damage of cold (another right save on fortitude halves damage) Beiong an undead creature, the spellcaster heals all his hit points (he is immune to cold damage and is healed from negative energy) |
| Draegun Fury02-05-06, 06:14 PM | Nhandross I love the spell, I think it would only have one fortitude save though, if they pass they aren't reduced to 1d4 HP and they only take half damage from the cold, if they fail they are reduced to 1d4 and take full cold damage. Two questions (open to anyone) if you made this spell permanent would people take damage every round? And if you added the animate dead seed and then made it permanent is there a way to make all creatures killed (no set HD) animate as say shadows and just not be under your control? Cheers. |
| lavekkia02-08-06, 06:35 PM | here's my contrib, feel free to whip... err criticize me :) Tribute Of One’s Duty To The People(elven high magic) Necromancy Spellcraft DC : 36 Components : V, S, XP Casting Time : 11 min Range : touch Target : 1 creature Duration : Istantaneous Saving Throw : Fortitude negates(harmless) Spell Resistence : No To Develop : 324000 gp, 7 days, 12960 XP Seeds : Animate dead(DC 23), transform(DC 21), Factors : change undead type to lich (ad hoc DC + 12), Mitigating Factors : no phylactery(DC – 4), increase casting time 10 min(DC – 20), burn 600 xp(DC – 6) the subject become a baelnor: a lich whose duty is to protect the family crypt or old secrets (the baelnor stats are on Monster Of Faerun) XP Cost : 600 xp |
| Draegun Fury02-09-06, 01:48 AM | Just one question, No phylactery, does this mean once the lich hits 0hp he's gone forever? or that he cannot be killed? Cheers. |
| Karsus the Mad02-09-06, 02:54 AM | Just one question, No phylactery, does this mean once the lich hits 0hp he's gone forever? or that he cannot be killed? Cheers. I'm not sure Baelnorns (elven lich) even need one. I think they reform as normal liches at the place they're bound to. But I dunno (just guessing actually). Will ask one of the elven sages that hang out on the FR boards. lavekkia, nice spell:) I've been wanting to convert the various High Magic rituals from Cormanthyr into Epic Spells (I got the Killing Storm done). |
| Draegun Fury02-09-06, 05:07 AM | I'm not sure Baelnorns (elven lich) even need one. I think they reform as normal liches at the place they're bound to. But I dunno (just guessing actually). Will ask one of the elven sages that hang out on the FR boards. lavekkia, nice spell:) I've been wanting to convert the various High Magic rituals from Cormanthyr into Epic Spells (I got the Killing Storm done). Ok I dusted off my MoF book and flicked through it to Baelnorn (under the Lich section), and it does indeed say that they have no Phylacteries, however, it goes on to say that some Baelnorns make use of the Clone Spell, this would say to me that they die when they get to 0hp unless they have another body at hand that they can possess. ??? What do you think? Cheers. |
| Karsus the Mad02-09-06, 05:12 AM | Ok I dusted off my MoF book and flicked through it to Baelnorn (under the Lich section), and it does indeed say that they have no Phylacteries, however, it goes on to say that some Baelnorns make use of the Clone Spell, this would say to me that they die when they get to 0hp unless they have another body at hand that they can possess. ??? What do you think? Cheers. Sounds correct to me:) Weird tho, since the Clone spell requires living tissue. Wouldn't that mean after the baelnorn was destroyed the first time, they come back as a living elf?:P Make a lot of clones before becoming a baelnorn. Puts them in a pickle...die too many times and you're out of luck. |
| Draegun Fury02-09-06, 05:20 AM | oh well I never liked them anyway, Elves should live forever (unless they walk into the pointy end of an orcish javelin or something). I mean who wants a rotting stinking Great Great Great Great granddad/grandma hanging round all the time anyway? It would be more fitting if they made themselves into Ghosts or something. Cheers. |
| Karsus the Mad02-09-06, 05:51 AM | oh well I never liked them anyway, Elves should live forever (unless they walk into the pointy end of an orcish javelin or something). I mean who wants a rotting stinking Great Great Great Great granddad/grandma hanging round all the time anyway? It would be more fitting if they made themselves into Ghosts or something. Cheers. Hehehehe...so true ;) In Elminster in Myth Drannor, baelnorns are incorporeal spirits...not sure when they changed them into rotting elven liches tho' (maybe the ones in El in Myth Drannor were merely projected images or something). |
| lavekkia02-09-06, 07:46 AM | try again... insert coin... :D The Traveling Path(elven high magic) Transmutation[teleportation] Spellcraft DC : 142 Components : V, S, XP, Ritual Casting Time : 10 day 10 min Range : 80 ft area Target : everything in 80 ft radius up to 4000 lbs Duration : Permanent Saving Throw : None Spell Resistence : No To Develop :1278000 gp, 26 days, 51120 xp; Seeds: transport(DC 27); Factors: touch to area(DC + 14), change area to 20 ft radius(DC + 2),increase area by 300 % (DC + 12), add transport mass 3000 lbs(DC + 120), set trigger condition(DC + 25), permanent(DC x 5); Mitigating Factors: casting time 10 days 10 min(DC – 40), permantently lose 2 9th lvl spell slot per spellcaster *(DC – 340), burn 10000 xp per spellcaster (DC – 200), ritual(2 spellcasters epic lvl DC – 38), lose 3 str point per spellcaster *(DC - 120), lose 5 knowledge(arcana) skill point per spellcaster *(DC -30), lose 6 random spell slot per spellcaster *(DC - 60), lose spellcasting ability 3 day *(DC - 30) The spell create a travelling path: a permanent teleportation gate between two distant places. The gate is keyed to a particular trigger chosen at development time. The gate activates when the key is brought to the center of the gate, everything in 80 ft. radius is teleported up to a mass of 4000 lbs. Exceeding mass is left at the starting point. The gate reactivates when the key is brought again to the center of the gate. XP Cost: 10000 xp per spellcaster NOTE: factors and mitigating factors marked with * are homebrew factor listed here: http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad02-09-06, 08:08 AM | You found my thread! You're my new hero :pint: . I thought it was lost. |
| lavekkia02-09-06, 08:29 AM | now i'm really beginning to enjoy it :D can we do it again ? ;) Life Of Duty(elven high magic) Transmutation Spellcraft DC : 47 Components : V, S, Ritual Casting Time : 11 min Range : touch Target : 1 elf Duration : Permanent Saving Throw : Fort negate Spell Resistence : Yes To Develop: Seeds: transform(DC 21), fortify(DC 27), conceal(DC 17); Factors: gain drow traits(DC + 40), gain drow will save bonus(DC + 4), gain ability score boost(DC + 8), gain drow base spell resitance(DC + 22), make spell resistance grow with lvl(ad hoc DC + 25), conceal spell against divination(DC + 6), make concealment tougher spellcraft DC + 24(DC + 12), Mitigating Factors: acquire drow penalties(DC – 10), ritual(5 spellcaster 9th lvl DC – 85), increase casting time by 10 min(DC – 20), lose spellcasting ability 2 day * (DC – 20) This ritual is unknown to most of elves. It transform an elf in a drow. The elf gains all drow abilities and penalties. The receiver of spell must be willing or helpless. The ritual must be approved by the clan elders has been performed only 5 times in elven history; 2 times for purpose of infiltration and 3 for punishment. The ritual can be reversed only by repeating it; it could be used even to transform elves in human or other creature but this has never occurred. Obviously no drow has been changed to an elf (it’s not know if the ritual would even work) NOTE: the Factors and Mitigating Factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 EDIT i realized that spell resistance DC is wrong but i don't want to make my head hurt with the infamous fortify loophole so the DC remains wrongly calculated; the fortify seed DC now is 27 and i added a day to the loss of spellcasting ability so factors cancel out each other |
| Karsus the Mad02-09-06, 09:19 AM | Another high magic one from Cormanthyr :) Mormhaor' Sykerylor (Killing Storm, Miyeritar's Bane) Evocation (Elven High Magic) Spellcraft DC: 64 Components: V, S, XP Casting Time: 12 days, 11 minutes Range: personal Area: 20 mile radius/lvl Duration: 100 hrs/lvl or until dismissed Saving Throw: Reflex for half Spell Resistance: Yes To Develop: 576,000gp, 12 days, 23,040 XP; Seeds: energy (weather, DC 25), energy (acid, DC 19), energy (fire, DC 19); Factors: increase area by 1,000% (+40), increase duration by 500% (+10), area level dependent (+25), duration level dependent (+25), dismissible (+2), change rain to whisps of fire and drops of acid (+12); Mitigating Factors: storm takes 1 day to fully gain its strength (-2), change range to personal (-2), increase casting time by 10 minutes (-20), increase casting time by 12 days (-24), caster burns 1,000 XP (-10), and 11 additional participants burn 500 XP each (-55). This mighty High Magic ritual has been used only once in the history of the elves, and the scarred lands of the High Moore in Faerun are the result. Upon completion of the ritual, the sky in the targeted area darkens as arcane winds hiss and screech at nature being perverted. Once the storm reaches full power after 24 hours from casting, it begins raining down droplets of firey acid, scorching and burning everyone and everything unlucky enough to be trapped in the storms embrace. For those poor souls within the affected area, they must bear the pain of 10d6 acid and 10d6 fire damage per round. After the spell has been dismissed (or it's duration expired), the storm takes another day to fully abate and normal weather to appear, leaving behind a lifeless, scorched wasteland incapable of supporting life. XP Cost: 1,000 XP from primary caster, 500 XP from 11 additional participants. |
| lavekkia02-09-06, 11:22 AM | last time it was great can we do it again please ? ;D Forms Of Unity And Age Among The Forests(elven high magic) Transmutation Spellcraft DC : 60 Components : V, S, XP, Ritual Casting Time : 3 days 10 hours 11 min Range : 300 ft Target : cylinder area 3000 ft large 1000 ft high Duration : Permanent Saving Throw : Fort negate Spell Resistance : yes To Develop : 540000 gp, 11 days, 21600 XP; Seeds: transform(DC 21); Factors: change target to area(DC + 10), change area to cylinder type 2 *(DC + 3), increase area to 3000 ft (DC + 400), material has hardness of steel(DC + 5), size increase to awesome(DC + 24); Mitigating Factors: increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20), increase casting time by 3 days (DC – 6), ritual 3 epic spellcaster(DC – 57), lose 3 str point *(DC – 60), burn 12000 xp(DC – 120), lose spellcasting ability 12 day *(DC – 120) The spell was used in Myth Drannor to shape the greatest noble houses from the trunks and branches of living trees. This ritual alters existing plant material and either petrifies it or shapes it into forms envisioned by the casters. One High Mage affects the growth and size of the plants, onedetermines the extent of the ritual site and the area of change, and a third High Mage reshapes and reforms the plantlife to the shape desired. The maximum effect this spell can generate is the fusion into a single tree of a grove of trees with a cumulative branch-span of no more than 3000 feet; in general, this spell creates monstrous hollowed or solid trees with trunks of up to 400. in diameter. This ritual also allows partial fusion of trees, allowing the lower trunks to remain separate but fusing the higher branches and trunks into large enclosures, such as the homes in Myth Drannor. Effects and forms created by this ritual include impenetrable barriers of thorns and brambles within certain areas of Cormanthyr, branches among the treetops strengthened and woven to provide a defensive barrier proof against all but the mightiest dragon s claws, trees with immense hollowed chambers for homes or multiple trees sharing a living wood community home high above the forest floor, petrified versions of the same (when the trees begin to die), or even petrified large mushrooms set in parks for use as seats for the weary. XP Cost: 12000 xp NOTE : awesome size is a step after colossal size NOTE : the Factors and Mitigating Factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 EDIT: found a error in area increase DC: added many mitigating factors, if you don't like decrease area of spell... it will help a lot |
| lavekkia02-09-06, 12:10 PM | here again Corrosion/Erosion(elven high magic) Transmutation Spellcraft DC : 51 Components: V, S, XP, Ritual Casting Time : 10 hours 11 min Range : 12000 ft Target : 300 ft cube non living matter Duration : istantaneous Saving Throw : Fort half Spell Resistance : Yes To Develop: 459000 gp, 10 days, 18360 xp; Seeds: Destroy(DC 29), Energy(weather DC 25); Factors: increase area to 300 ft cube (DC + 120), selective destruction(ad hoc DC + 20); Mitigating Factors: ritual 3 epic spellcaster(DC – 57), increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20), lose spellcasting ability 4 day *(DC – 40), burn 600 xp (DC - 6) This ritual summons high winds, mists and rains, and light, abrasive silt. All these forces are focused on a four sided area (maximum of 300. per side) within the ritual site. Under the total control of the casters (one for wind, one for debris and abrasives, one for water and rain), this wears down and disintegrates buildings. It is summoned only to break down structures, cleanse pollution of civilization, and restore the natural order of a place. It is always performed on abandoned elven sites if possible. Elven ruins, therefore, tend to be places where the High Mages fell in battle or left the site before it could be cleansed. The wards on this ritual are strong due to the forces at work and should be considered Myriad wards. XP Cost: 600 xp NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad02-09-06, 12:50 PM | Whew! You're pumping out those spells at a nice rate :) Trebbe's Contingent Weave Reflect Abjuration (Netherese) Spellcraft DC: 152 Components: V, S, M, XP Casting Time: 9 hours, 11 minutes Range: Touch Target: Object or creature touched Duration: Permanent until expended or 12 hours after activation Saving Throw: No Spell Resistance: Yes (harmless) To Develop: 1,368,000gp, 28 days, 54,720 XP; Seed: reflect (DC 27); Factors: reflect 0-Epic spells (+180), change range to touch (+2), change from targeted spells to include area spells (+20), contingent (+25), volume level dependent (+25); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 9 hours (-18), burn 5,000 XP (-50), expensive material component (-39) The archwizard Trebbe, one of the most prolific spell creators of Netheril was a master of spell creation, and his spells-magic that protected the arcanist-permitted spell duals to last beyond the first moments of concentration. Notes describing his greatest spell yet were found in his laboratory after his death in 1622 NY, and the results of those notes are this spell. This spell creates a contingency that activates a powerful ward around the target whenever harmful magics are cast at the target or within his vicinity (any area spell that would affect the target of this spell is considered "within his vicinity") that protects the target against one spell or spell-like ability per caster level. Spells of 0-9th level are automatically reflected fully back upon the original caster, and an opposed caster roll is required to reflect epic spells. If the recipient of this spell fails and an epic spell bypasses this protection, the protection is only nullified temporarily (another epic spell would require another opposed caster roll). Material Component: ring of spell turning XP Cost: 5,000 XP Uaul' Selu' Keryth (The Sundering, At War with the Weave) Abjuration (Elven High Magic) Spellcraft DC: 63 Components: V, S Casting Time: 10 days, 10 hours, 11 minutes Range: Personal Area: 230 mile radius/lvl (minimum 4,830 mile radius) Duration: 20 hours Saving Throw: Yes Spell Resistance: Yes To Develop: 567,000gp, 12 days, 22,680 XP; Seed: energy (weather, DC 25), shadow (duplicate anti-magic field, DC 48), shadow (duplicate earthquake, DC 58), shadow (duplicate wish, DC 63), conjure (DC 21), transform (DC 21), destroy (DC 29) ; Factors: increase area to 230 mile radius (+456), area level dependent (+25); Mitigating Factors: change range to personal (-2), increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20), Caster dies (-50), 11 additional participants die (-550). Used only during situations most dire, twelve High Mages can harness the energy of the Weave to cause it to fluctuate across a great distance. In lesser ritual forms, the uaul ritual disrupts all magic for miles around and causes great turmoil in weather and animal life; thunderstorms, earthquakes, dead magic, animal stampedes, and tornadoes are common. In its ultimate form, the Weave is temporarily torn asunder, and the damage is made manifest in major cataclysms and storms, tidal waves, and permanent changes to the lands of any planet. |
| lavekkia02-09-06, 12:51 PM | now i have a problem rewriting The Reverie Of Ages: basically the spell puts a willing target in magical sleep; the receiver of the spell does not age and has no physical needs. The question is: Which seed should i start with ? |
| Karsus the Mad02-09-06, 01:06 PM | now i have a problem rewriting The Reverie Of Ages: basically the spell puts a willing target in magical sleep; the receiver of the spell does not age and has no physical needs. The question is: Which seed should i start with ? Shadow seed can duplicate any spell of 0-9th level, so use the the compel seed to put them to sleep (or shadow seed to duplicate a sleep spell) and shadow seed to duplicate temporal stasis. That should work fine I think :) |
| lavekkia02-09-06, 01:39 PM | since i don't want to ramain idle here's another one Skin And Breath Of The Wyrm(elven high magic) Transmutation Spellcraft DC : 77 Components : V, S, XP Casting Time : 1 standard action Range : touch Target : 1 character Duration : 1 hour Saving Throw : Fort Negate Spell Resistance : Yes To Develop: 693000 gp, 14 days, 27720 xp Seeds: transform(DC 21), fortify(DC 27); Factors: increase size to Colossal(DC + 18), change type to dragon(DC + 8), gain supernatural and extraordinary abilities(DC + 50), gain spell – like abilities(DC + 30), gain dmg – red 15\magic (DC + 15), gain spell resistance 27(DC + 54), new form has 35 HD (DC + 40), change to touch(DC + 4), 1 standard action casting time(DC + 20); Mitigating Factors: lose spellcasting ability 9 days *(DC – 90), burn 8000 xp(DC – 80), expend 8 random spell slots *(DC – 40) The receiver gains all the physical abilities of a brass, bronze, copper, gold, or silver dragon, including its special fear radius, breath weapon, Armor Class, claw attacks, and flight. Regardless of dregon type the subject gains 35 HD, spell resistance 27, dmg reduction 15/magic. The age (and consequently the subsequent special abilities, size, breath weapon dmg and stats) is the one that closely match 35 HD rounded down(so, for example a 35 HD silver dragon would become Ancient, a 35 HD brass dragon would become Wyrm). If the category lists better stats (for example a better DR or SR) they are IGNORED. XP Cost: 8000 xp NOTE : the spell resistance factor is WRONG but i want it that way to stay clear from the Fortify seed loophole, and i won't change it NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-09-06, 02:00 PM | The last one for today... see you soon :) The Reverie Of Ages(elven high magic) Spellcraft DC : 35 Components : V, S, M Casting Time : 10 hour 11 min Range : 75 ft Target : 1 elf Duration : permanent (D) Saving Throw : Will negates Spell Resistance : Yes To Develop: 315000 gp, 7 days, 12600 xp; Seeds: shadow (DC 21), compel(DC 19); Factors: replicate 8th lvl spell(temporal stasis)(DC + 35), dismissible by caster(DC + 2), Mitigating Factors: expensive material component(DC – 2), increase casting time by 10 min(DC – 20), increase casting time by 10 hours *(DC – 20) The High Mage put the subject in deep reverie, without any physical need. The subject does not age. The spell mimics the effects of temporal stasis but the receiver is not unconscious rather in Reverie: the sleep of elves. The spell ends when the caster dismiss it or when the trigger conditions are met Material Component: same as temporal stasis spell: diamond, ruby and emerald powder for 5000 gp NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 |
| Gemstone02-09-06, 04:26 PM | Hmm... I must say that even though I like the spells you present, there are some serious calculation errors. Please calculate the spells after the book (and the rules that Karsus the Mad put up, I'll find the link somewere and put it up). Also, it's MUCH easier for me to order the spells if you use the template I gave you before. I'll give it to you once more: Template for Epic spells: Please, when you post on this thread, use this template. It's much easier for me to Quote you and add your spells to the index if you do so :) Spell Name Spell type and subtype Spellcraft DC: Components: Casting Time: Range: Area: Duration: Saving Throw: Spell Resistance: To develop: gp; days; XP; Seed:; Factors:; Mitigating factors:; <Effect> Material Component: XP cost: <Fluff> By Keep on giving the good stuff :) |
| Karsus the Mad02-09-06, 05:27 PM | http://boards1.wizards.com/showthread.php?t=432709 There's the link Gemstone (big thanks to lavekkia for finding it again) :) Nice to see you're still around:) |
| Gemstone02-09-06, 06:13 PM | http://boards1.wizards.com/showthread.php?t=432709 There's the link Gemstone (big thanks to lavekkia for finding it again) :) Nice to see you're still around:) Nice to have who around? me or lavekkia? :D Anyway, Im going to post some Epic spells myself here... hopefully, they'll be as good as the rest here. Among them, a spell that deals half negative energy and half fire damage called something like Sethrot's Life Bane, made by a friend of mine :) |
| lavekkia02-09-06, 06:28 PM | i m redoing maths... which one is/are messed up ? |
| Gemstone02-10-06, 04:58 AM | Well, when I calculate the DC for the traveling path, I get it to 667. The permanent factor are applied before any mitigating factors, on the total factor DC. |
| lavekkia02-10-06, 08:58 AM | wow that was not easy :D I have reformatted my spells and double check the DCs: now they SHOULD be right. I resolved the problem in The Traveling Path; i intentionally choosed to restrict the ritual to 2 high mages to mantain the flavour (i hope)... but reducing DC from 1000 to 142 was a battle itself ;) I repeat it again: i INTENTIONALLY calculated the spell resistance factor in the WRONG way because i wanted to stay clear from fortify seed loophole |
| lavekkia02-10-06, 11:36 AM | i have almost finished... just a few more spells... One Heart One Mind One Breath(elven high magic) divination Spellcraft DC: 30 Components: V, S, XP Casting Time: 1 minute Range: infinite Target: 2 creatures Duration: Permanent Saving Throw: None Spell Resistence: No To Develop: 270000 gp, 6 days, 10800 xp; Seeds: Contact(DC 23); Factors: one additional creature (DC + 1), make permanent(DC x 5); Mitigating Factors: increase casting time by 10 min(DC + 20), burn 5000 xp (DC - 50), lose spellcasting ability 2 day *(DC - 20) The spell creates a bond between two creatures like Rary Telepathic Bond. The link between the two creatures is permanent, and allows the linked elf or elves to ignore the Call to Arvandor for greater periods of time due to the communal nature of the link. The two creatures are partners, friends, lovers, or kindred in all but form; each knows when the other is in danger and will stop at little to render aid. This passive link is always semi-empathic, but with intense concentration, it can become telepathic, allowing mind-to-mind communication. While all rituals are assumed to have elf targets, this union could easily be formed for all races, linking dwarves or humans with elves. An elf can be placed in u’aestar’kess with a maximum of two beings in his or her lifetime, most often a spouse and a beast-mount such as a dragon. XP Cost: 5000 xp NOTE : the factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 Karsus in your killing storm you use backlash damage that is supposed to be every round, i don't think that casters can survive 12 days. Why don't you use the homebrew factors ? I also noted that Mavin Worldweave DC is wrong: doing the maths i count up to 400. You also specify XP in components but you don't use it |
| Karsus the Mad02-11-06, 09:38 AM | i have almost finished... just a few more spells... Karsus in your killing storm you use backlash damage that is supposed to be every round, i don't think that casters can survive 12 days. Why don't you use the homebrew factors ? I also noted that Mavin Worldweave DC is wrong: doing the maths i count up to 400. You also specify XP in components but you don't use it Thanks for pointing that out:) Fixed the killing storm (doi! I feel dumb). And you're absolutely right about the MWW. That's what happens when you copy over spells from another computer (typing, squinting to see the spell, getting other lines of text mixed up, etc). It's suppose to have an XP burn. Again, thanks for pointing it out:) Will fix that later tonight when I get home from work. |
| Gemstone02-11-06, 10:02 AM | Also, to make it even easier for me to copy your spells, please don't put them in Quotes :) then I can just quote you and add them to the list ^^ |
| lavekkia02-11-06, 02:59 PM | ok i'll do it :) Currently i'm working on Home Of Summoning, The Banishing(this will be tough: banishing a god is not easy :) ), Fury Of The Waves(basically a huge tidal wave, it was used to destroy the psionic nation of jaamdath in FR, the name is not specified so feel free to suggest another cool one), Path Troughout The Stars(the ritual uses from elves of FR to enter the world from faerie, it uses bardic music, feel free to suggest a new name), a still nameless spell that was used to defeat Memnon and Calim and bound their spirit in the earth and sky I m also working on Proctiv Move Mountain: i plan to use a mythal seed with reverse gravity prevalent power: do you think it is correct in ths way ? |
| Karsus the Mad02-11-06, 03:16 PM | ok i'll do it :) Currently i'm working on Home Of Summoning, The Banishing(this will be tough: banishing a god is not easy :) ), Fury Of The Waves(basically a huge tidal wave, it was used to destroy the psionic nation of jaamdath in FR, the name is not specified so feel free to suggest another cool one), Path Troughout The Stars(the ritual uses from elves of FR to enter the world from faerie, it uses bardic music, feel free to suggest a new name), a still nameless spell that was used to defeat Memnon and Calim and bound their spirit in the earth and sky I m also working on Proctiv Move Mountain: i plan to use a mythal seed with reverse gravity prevalent power: do you think it is correct in ths way ? For proctiv's move mountain it'd prolly be better using a fly major prevalent power (as opposed to the minor it would normally be) since it's being used to make the mass of a mountain fly (reverse grav just makes it fall up...whereas the enclaves could fly). Several seeds such as destroy, to shear it off (use that adhoc in the ELH listed in eclipse, "make paper thin" or something...), mythal with fly to float it), etc :) You could also use several mits to bring down the DC to what a 21st level caster could do (focused, anchored, capstone, etc) like I did with my imbue mythallar spell. As to banishing gods...I think they're immune to banishment (such as using the banish seed), but! They're not immune to Transport seed (now being a conjuration instead of transmutation):D I have a spell somewhere on my other compy that summons a deity (or anyone really) and binds it within a ward (high magic ritual none-the-less). |
| lavekkia02-11-06, 04:11 PM | Ok i ll try that way, thank you Sorry to bother again but in Killing Storm you specified xp burn but not DC, guess you're tired after work as i am :) |
| lavekkia02-11-06, 04:58 PM | I have done it :D Proctiv’s Move Mountain(Netherese) Evocation Spellcraft DC: 121 Components: V, S, M, XP Casting Time: 10 days 10 hours 11 min Range: 12000 ft. Target: mountaintop 4500 ft radius Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 1089000 gp, 222 days, 43560 xp; Seeds: destroy(DC 29), mythal(DC 25), gravity **(DC 27), gravity **(DC 27); Factors: change area to 20 ft radius(DC + 2), increase area 4500 ft(DC + 900), reshape destruction beam(ad hoc DC + 8), major prevalent power(fly the mountaintop)(DC + 50), increase mythal area 4500 ft(DC + 180); Mitigating Factors: increase casting time 10 min (DC – 20), increase casting time 10 hours *(DC – 20), increase casting time 10 days(DC – 20), burn 20000 xp(DC – 200), capstone(DC – 20), expensive material component(mythallar)(DC – 547), lose spellcasting ability 20 days *(DC – 200), additional research time 200 days *(DC – 40), lose 1 str point(DC – 20), anchored(DC x ¾) This spell was vital in the construction of enclaves. Without this spell, there was no simple way for severed mountains to be turned over and set afloat above the landscape. When this spell was cast, the archwizard simply viewed the mountain he wanted to affect and the mountain was severed from the earth, leaving a flat mesa behind. The mountain was then turned over so the flat side was up, and the epic spell allowed this new structure to levitate. Once this was accomplished, the archwizard could begin constructing a city upon its smooth surface. The material components for this spell was a mythallar. The mythallar had to be enchanted before the spell being cast using the Iolaum Imbue Mythallar spell. XP Cost: 20000 xp Material Component: Mythallar NOTE : factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE : the seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 |
| lavekkia02-11-06, 05:19 PM | karsus found the same error in Trebbe Contingent Weave Reflect: caster cannot sustain 10d6 backlash damage for 9 hours, try to raise the xp burn to 5000 xp |
| Karsus the Mad02-11-06, 06:52 PM | Ok i ll try that way, thank you Sorry to bother again but in Killing Storm you specified xp burn but not DC, guess you're tired after work as i am :) No bother. I prefer knowing when I make a mistake:) And yes, tired, in the extreme :zzz: I always am. Karsus's Multiplicity Illusion (Shadow) Spellcraft DC: 180 Components: V, S Casting Time: 10 days, 10 hours, 11 minutes Range: 0 feet Effect: One living duplicate/lvl of the caster upon death Duration: Instantaneous after triggered Saving Throw: Will disbelief (harmless) Spell Resistance: Yes (harmless) To Develop: 1,620,000gp, 33 days, 64,800 XP; Seeds: life (27), shadow (DC 23); Factors: duplicate caster (+20), contingent (+25), volume level dependent (+25), giving life to a spell (x2); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20). This spell sets up a contingency that upon the death of the caster, one living duplicate per caster level instantaneously forms. The duplicates are real, living beings, possessing full hit points, knowledge (including class levels, skills, and speech), and personality of the caster. In essence, each duplicate *is* the caster. Unlike regular shadow duplicates, the duplicates created with this spell can become more powerful by improving its abilities, gaining levels, etc. |
| lavekkia02-12-06, 08:55 AM | we're almost at the end... :) Home Of Summoning(elven high magic) Conjuration(Creation) Spellcraft DC: 100 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 300 ft Target: 1 cylindrical area 360 ft large * 120 ft high Duration: Permanent Saving Throw: None Spell Resistance: No To Develop:900000 gp, 18 days, 36000 xp; Seeds: Conjure(DC 21), Transform(DC 21); Factors: material has hardness of stone(DC + 4), target to area(DC + 10), change area to cylinder type 2(DC + 3), increase area to 120 ft high * 360 ft radius(DC + 48), prepare terrain(ad hoc DC + 4), created object is armonized with nature(ad hoc DC + 6), make permanent(DC x5); Mitigating Factors: Ritual 5 spellcaster epic lvl (DC – 95), increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 15000 xp(DC – 150), burn 5000 xp per participant(DC – 200), lose spellcasting ability 2 days *(DC – 20); While far more advanced and detailed, this ritual creates a building from .nothing. as does Leomund.s Secure Shelter and the derivative construction spell from the Elves of Evermeet accessory. The magic of the elaorman ritual allows buildings to be creatively constructed, and the inherent magic of creation allows the structure to stand. Thus, buildings in the shapes of waves, monstrous spiders, or other strange, nonsensical configurations are supported by the Weave as if they had solid supports. If the elaorman summons a stone structure, the area around the building becomes a very fertile patch of land for trees or crops, with all the larger, extraneous rocks removed from the soil. Large buildings can be created from plants as well, though the wood and plant matter calcifies and petrifies as part of this process, making it a nonliving permanent shape. This process also can be adapted to create the uniquely elven crystalline spelljamming ships, and in fact is necessary to create the monstrous Monarch crafts. XP Cost: 15000 xp, 5000 xp per participant NOTE : the factors and mitigating factors marked with * are homebrew and listed here : http://boards1.wizards.com/showthread.php?t=432709 The next ones will be tougher... I m also thinking about an Epic Power, the one used (without success) to teleport a city on astral plane in old Jaamdath the day of its fall... Should i post it hereor start another thread ? guess the latter would be better but don't know |
| Karsus the Mad02-12-06, 09:40 AM | I really like this spell:) The next ones will be tougher... I m also thinking about an Epic Power, the one used (without success) to teleport a city on astral plane in old Jaamdath the day of its fall... Should i post it hereor start another thread ? guess the latter would be better but don't know Yesssss....Dhinnilith....I thinks it's more of an epic power horribly gone wrong during manifestation. Tho' creating a duplicate, functional epic power (that could possibly be the correct power the psilords attempted to develop) should be semi-straight forward (possibly a combo of transform, transport, and mythal seeds). One I'm thinking of doing is the epic power to create Udoxia's. Laszik's Udoxia Empowerment or something like that:) Other's I'd like to work on are Proctiv's Breach Crystal Sphere and Karsus's Avatar. I've made both, but PBCS spellcraft DC is simply outrageously high and I'm simply not satisfied with KA (also I loath the spell). |
| lavekkia02-12-06, 10:53 AM | I m working on Create Udoxias right now i will use your name if you permit it :) i was planning to use (obviously) the mythal seed... which arise my next question... which discipline should be the mythal seed ? Psychokinesis or Metacreativity (i prefer the first) ? And Shadow seed ? Metacreativity(like conjure) or clairsentience(like conceal) ? Vannin Astral Travel will use only transport seed and the Udoxias as focus (like my version of Proctiv Move Mountain) I m also planning a funny one: Oberon Spelljamming Enclave (which will require Proctiv Move Mountain and Valdick Spheresail and a mythallar) :) |
| Karsus the Mad02-12-06, 11:31 AM | I m working on Create Udoxias right now i will use your name if you permit it :) i was planning to use (obviously) the mythal seed... which arise my next question... which discipline should be the mythal seed ? Psychokinesis or Metacreativity (i prefer the first) ? And Shadow seed ? Metacreativity(like conjure) or clairsentience(like conceal) ? Vannin Astral Travel will use only transport seed and the Udoxias as focus (like my version of Proctiv Move Mountain) I m also planning a funny one: Oberon Spelljamming Enclave (which will require Proctiv Move Mountain and Valdick Spheresail and a mythallar) :) Each Udoxia was unique (currently my biggest problem on using a single spell...might have to create 8 different spells, one for each discipline the udoxia grants access to). Like the create mythal spell, it can't be detailed, since it's always different, depending on who develops it (but we can try!). There were only 12 total (for each Jhaamdathan city). Go ahead and use the name:) Laszik was the psion that created the first Udoxia, so it's fitting it be named after him. Here's a link on the definition of a Udoxia (http://www.candlekeep.com/library/articles/leof_ej.htm) and it describes how to create one, culminating in the create udoxia epic spell (tho' I don't think this spell has been detailed, thus my desire to do so, and giving a more thematically pleasing name other than create udoxia). |
| lavekkia02-12-06, 12:15 PM | I have found this : http://www.candlekeep.com/forum/topic.asp?TOPIC_ID=3806&whichpage=1&SearchTerms=udoxias On page 5 and 6 you will find the Contact Udoxias feat. Basically every Udoxias can grant every power of a specific Discipline(subdiscipline), all metapsionic feats and 50 % of psionic feats. BTW your Karsus Multiplicity uses the Life seed that requires Knowledge(religion) + 24, karsus was a faithless and like netherese aracanist despised the gods. It would be better to change the creator... maybe Shadow/Telamont Tanthul would be more appropriate ? After all he was a worshiper of Shar... |
| Gemstone02-12-06, 03:58 PM | Just for you to notice. I've changed the template for epic spells (no need to redo those already posted, I've fixed them in the big compilation on the start thread). Now there's a [ Size=1]By xyz[ /size] in there as well :) |
| lavekkia02-12-06, 06:33 PM | found a HUGE error in Proctiv Move Mpuntain and corrected it :banghead: :banghead: |
| Karsus the Mad02-13-06, 09:06 AM | BTW your Karsus Multiplicity uses the Life seed that requires Knowledge(religion) + 24, karsus was a faithless and like netherese aracanist despised the gods. It would be better to change the creator... maybe Shadow/Telamont Tanthul would be more appropriate ? After all he was a worshiper of Shar... It's not Karsus's in terms of the Netherese archwizard, it's Karsus's in terms that that's my username (thus I didn't tag on the [Netherese] subdescription). I could change it to Michael's Multiplicity, but I don't think that's a very powerful sounding name:) |
| Gemstone02-13-06, 11:27 AM | It's not Karsus's in terms of the Netherese archwizard, it's Karsus's in terms that that's my username (thus I didn't tag on the [Netherese] subdescription). I could change it to Michael's Multiplicity, but I don't think that's a very powerful sounding name:) Actually, it makes me think of an archangel with epic spellcasting who has devised a spell so that not even the gods can discern if he's bluffing or not. That could be a rather cool spell... flavourwise of course. Maybe something for us to work out later? |
| lavekkia02-13-06, 02:23 PM | It's not Karsus's in terms of the Netherese archwizard, it's Karsus's in terms that that's my username (thus I didn't tag on the [Netherese] subdescription). I could change it to Michael's Multiplicity, but I don't think that's a very powerful sounding name:) Ah you can use it to date many girls at the same time, go to work and develop epic spells to post them on WoTC boards :rofl: |
| Karsus the Mad02-13-06, 04:36 PM | Actually, it makes me think of an archangel with epic spellcasting who has devised a spell so that not even the gods can discern if he's bluffing or not. That could be a rather cool spell... flavourwise of course. Maybe something for us to work out later? That is interesting. A spell that nulls sense motive checks:P Would definitely be interesting to work on. The only thing I can think of is using fortify to boost up bluff. If there's an item that gives a similar effect of nulling sense motive checks, etc, it can easily be duplicated with an epic spell using the augment magic item factor. |
| lavekkia02-13-06, 04:40 PM | I will ask this in FR boards also: do you know about any epic spell or power that has been mentioned (even briefly) in FR books ? If so could you point me to that book and chapter ? BTW i did a little maths and realized that Karsus Avatar if reworked with epic system would have a Spellcraft DC of 20278 :OMG! in 1 hour i hope to post the last spells and powers i developed: Vannin Astral Escape, Laszik Udoxia Empowerment, Valdick Spheresail, Oberon Spelljamming enclave and Retribution From The Sea |
| lavekkia02-13-06, 04:55 PM | Valdick’s Spheresail(Netherese) Evocation Spellcraft DC: 107 Components: V Casting Time: 10 hours 11 min Range: 30 ft Target: 1 ship and 100 ft / lvl (see text) Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 963000 gp, 20 days, 38520 xp; Seeds: shadow(DC 23), mythal(DC 25); Factors: replicate 3rd lvl spell(fly)(DC + 15), increase fly speed to spelljamming(ad hoc DC + 50), add spell to object(ad hoc DC + 10), make level dependent(DC + 25), dismissible at will (DC + 2), add medium prevalent power(atmosphere containment)(DC + 20), add medium prevalent power(protection from radiation and cold)(DC + 20), add minor prevalent power(atmosphere rejuvenation)(DC + 5), remove somatic component(DC + 2); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), anchored(DC x ¾); The spell allow the enchanted watercraft to become a spelljamming ship able to fly trough the stars and crystal spheres. It replicates all the functionalities of a spelljamming helm. The ship is treated as having a major helm por all the rules but its tactical speed is improved by 50 % and the ship size is decreased by one step. The cruising speed is improved by 50 % and the warp speed (between crystal spheres) is doubled. The air bubble around the ship extends for 100 ft/lvl of the caster, the power of the wards ensure that the atmosphere envelope doesn’t leak away and shield the crew and objects from exposure to cold and radiations; finally the wards rejuvenate the air as long as the spell is active. by lavekkia NOTE : the factors and mitigating factor marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-13-06, 05:16 PM | I was tempted to spart another thread but in the end i choose against it, if you want epic powers in another thread just ask and i will remove them Laszik’s Udoxia Empowerment(Jaamdath) Psychokinesis Psicraft DC: 110 Display: Vi, F, XP, Ritual Manifesting Time: 10 hours 21 min Range: touch Target: 1 huge gem Duration: Permanent Saving Throw: None Power Resistance: No To Develop: 990000 gp, 20 days, 39600 xp; Seeds: Mythal(DC 25), fortify(DC 17); Factors: increase area 12000 ft (DC + 480), add medium prevalent power(miscellaneous powers)(ad hoc DC + 200), add major prevalent power(every power of specified discipline)(ad hoc DC + 900), grant feats(ad hoc DC + 60), specify discipline at casting time(DC + 25), specify feats at casting time (DC + 50), bonus to knowledge(psionics) + 20(DC + 40), bonus to psicraft + 10(DC + 20) ; Mitigating Factors: temporarily lose a feat(DC – 10), Change range to touch(DC – 2), increase casting time10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual(6 manifester 9th lvl DC – 102), lose manifesting ability 90 days *(DC – 900), capstone(DC – 20), burn 10000 xp(DC – 100), require focus(DC x 1/5), anchored(DC x ¾); The ancient powerful psionic ritual imbued a gem previously created with the power of concerting minds. Once a character capable of manifesting powers touched the udoxia became able to manifest every power of a specified discipline, had access to every metapsionic feat and to a variable number of psionic feats. The Udoxia granted also a certain number of miscellaneous powers. The powers and feats stored in the Udoxia are chosed at casting time. XP Cost: 10000 xp Psionic Focus: Huge gem created with True creation power(value 950000 gp) by lavekkia Vannin Astral Escape(Jaamdath) Psychoportation Psicraft DC: 131 Display: Vi, F, XP Manifesting Time: 10 hours 11 min Range: touch Target: everything in 12000 ft radius Duration: Istantaneous Saving Throw: No Power Resistance: Yes To Develop: 1179000 gp, 24 days, 47160 xp; Seeds: Transport(DC 27); Factors: change target to area(DC + 10), change area to 20 ft radius(DC + 4), increase area 12000 ft(DC + 2400), increase mass entire city(ad hoc DC + 2600); Mitigating Factors: increase manifesting time 10 min(DC – 20), increase manifesting time 10 hours *(DC – 20), burn 20000 xp(DC – 200), lose manifesting ability 1 year *(DC – 3650), manifester lose 1 lvl(DC – 20), require focus component(DC x 1/5); This psychoportive power has been cast only one time during Jaamdath empire history and the results were indeed disastrous: Vannin and his entire city of Dhinnilith were annihilated and the their minds merged into a unique large undead: a Caller In Darkness. Scholar and sages assume that things went wrong because the Udoxia was not aligned with same discipline of the power. If manifestation goes right the manifester taps to the enormous power of the psionic gem and planeshift anything(living and nonliving matter) into the area of effect to the astral plane. XP Cost: 20000 xp Psionic Focus: Udoxia(Psychoportation) by lavekkia NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad02-13-06, 05:29 PM | BTW i did a little maths and realized that Karsus Avatar if reworked with epic system would have a Spellcraft DC of 20278 :OMG! This is what I got for an epic version of KA:) Karsus's Avatar Conjuration (Netherese) Spellcraft DC: 407 Components: V, S, M, XP Casting Time: 6 hours, 11 minutes Range: Unlimited (interplanar) Target: One Deity Duration: 20 hours if successful Saving Throw: Will negates Spell Resistance: Yes To Develop: 3,663,000gp, 10 years, 74 days, 146,520 XP; Seeds: transport (DC 27), transport (DC 27), transport (DC 27), fortify (DC 27), transform (into outsider, DC 21); Factors: grant 20 outsider HD (+76), unwilling target (+4), interplanar (+4), change from touch to target (+4), any creature type (+40), transfer DvR (x2), transfer portfolio (x2), transfer domains (x2); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 6 hours (-12), caster dies (-50), requires 10 years of additional research (-730) artifact material components (heavy magic, -237), artifact material component (enchanted starmetal, -500), burn 10,000 XP (-100). Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part of the epidermis of the pituitary gland of the tarrasque just to enchant one of the material components of the spell. This spell has been recreated using the information presented by a newly ressurected Karsus. It's believed this spell allows the caster to temporarily become a god of his choosing, merging the current god with himself the moment the spell is completed. After the duration ends, the targeted god and caster are seperated and the divinity is stripped away from the caster, resulting in his death. Material Components: heavy magic, enchanted starmetal (must be enchanted using an unknown epic spell utilizing the epidermus of the pituitary gland of the tarrasque and a stone filled gizzard of an adult gold dragon as material components) XP Cost: 10,000 XP |
| lavekkia02-13-06, 06:05 PM | Nice One :) but don't tell mystra you have it, she may get upset ;) BTW i hae found another funny one to develop: the epic power Elder Brains used to bring back in time the entire mind flayer race... at least 200,000,000 years back in time. A real pity that transport seed does not permit to really travel in time. The development of a time seed has been discouraged in various previous threads if i am not mistaken.... |
| Karsus the Mad02-13-06, 06:19 PM | Nice One :) but don't tell mystra you have it, she may get upset ;) BTW i hae found another funny one to develop: the epic power Elder Brains used to bring back in time the entire mind flayer race... at least 200,000,000 years back in time. A real pity that transport seed does not permit to really travel in time. The development of a time seed has been discouraged in various previous threads if i am not mistaken.... But there's no need to use the transport seed when there's this (http://www.wizards.com/default.asp?x=dnd/pg/20030409b) :mage: Just utilize the shadow seed (or base a seed on it directly) :D |
| Karsus the Mad02-13-06, 08:25 PM | Crushing Decimation Illusion (shadow) [Raumathari] Spellcraft DC: 106 Components: V, S, M, XP Casting Time: 1 quickened action Range: 930 ft. Effect: Up to ten 210 ft. diameter spheres centered around targets Duration: 21 rounds Saving Throw: Reflex negates Spell Resistance: Yes To Develop: 954,000gp, 20 days, 38,160 XP; Seeds: shadow (DC 23); Factors: duplicate crushing sphere (+25), increase range by 200% (+4), increase area by 900% (+36), add 9 extra targets within 300 ft (+90), quickened spell (+28); Mitigating Factors: burn 10,000 XP (-100). Developed as an offensive spell to decimate the ranks of large armies, the Crushing Decimation spell creates up to ten 210 ft. diameter spheres that function like Otiluke's resilient sphere, except that the spheres painfully constrict everyone within 210 ft. of the target creatures, hampering their movements and breathing. All within 210 ft. of the target creatures are entangled and take 3d6 points of nonlethal damage per round as the various spheres contract. If the victims are rendered unconscious, any remaining damage from the spheres is lethal damage. Each sphere must be within 300 ft. of another sphere in order to work (for example, the 10 spheres can be grouped together, 300 ft. appart from each other and possibly crushing an entire army, or lined up in a row, spaced up to 300 ft. between spheres and crushing the entire front ranks of a massive army). Material Components: An eggshell, which is crushed as the spell is cast. XP Cost: 10,000 XP Crushing Sphere can be found on page 31 of Lost Empires of Faerun. |
| Karsus the Mad02-15-06, 02:08 AM | Thars's Metamagic Imbuement Universal (unschooled) Spellcraft DC: 287 Components: V, S, M Casting Time: 100 days, 10 hours, 10 minutes Range: Personal Target: Self Duration: Permanent Saving Throw: No Spell Resistance: No To Develop: 2,583,000gp, 152 days, 103,320 XP ; Seeds: *None*; Factors: augment major magic item (rod of empowering, +40), augment major magic item (rod of enlargement, +40), augment major magic item (rod of extending, +40), augment major magic item (rod of maximizing, +40), augment major magic item (rod of quickening, +40), augment major magic item (rod of silence, +40), permanent (x5); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 100 days (-200), burn 20,000 XP (-200), 9 additional participants sacrificing 9th level spell slots (-153), 20 additional participants sacrificing 6th level spell slots (-220), 100 additional days of research required (-100). Originally developed by the Thayan archmage Thars the Unschooled (an insulting nickname given to him for his persistence in not conforming to Thay's tradition of school specialization), this spell permanently imbues the caster with the ability to use the following metamagic feats 3 times per day, without increasing the spell slot level required: Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, Quicken Spell, Silence Spell. Material Components to be Augmented: greater rod of empowering, greater rod of extending, greater rod of maximizing, greater rod of quickening, greater rod of silence. XP Cost: 20,000 XP I'm toying with the idea of "seedless" epic spells, and simply wanted to see the result:) A nice utility spell (if overly expensive). Now off to see what magic items I can find to implement...hmmmm.... |
| Karsus the Mad02-15-06, 02:56 AM | Mavin's Create Volcano Conjuration (Netherese) Spellcraft DC: 131 Components: V, S, M, F, XP Casting Time: 1 day, 11 minutes Range: 1 mile/lvl Effect: Creates roughly a 2,000 ft. conical volcano Duration: 1 year Saving Throw: None Spell Resistance: No To Develop: 1,179,000gp, 24 days, 47,160 XP ; Seeds: conjure (DC 21), energy (emanate fire, DC 19), energy (volcanic weather, DC 25); Factors: give 30 ft. range (+3), increase range to 1 mile (+350), change from target to area (+10), change area to 40 ft. cone (+2), increase area to 2,000 ft. cone (+196), range level dependent (+25), increase duration to 1 year (+2,188); Mitigating Factors: Anchored (x3/4), focused (mythallar, x1/5), capstone (-20), spell only works on land (-20), requires 30 days to fully grow and activate (-60), increase casting time by 10 minutes (-20), increase casting time by 1 day (-2), expensive material component (mantle of major fire resistance, -10), expensive material component (helm of brilliance, -63), burn 10,000 XP (-100). This spell was never cast in Netheril, but every arcanist that looked at the formula was convinced it would do as promised: create a volcano. Numerous ideas were brought forward to rid Netheril of the threat of orcs, goblins, and other undesirable creatures, but the threat to other ground-dwelling creatures (including the dwarves, elves, and other groundling cities) was too great. According to spell notes, the casting of the spell will produce a minor earthquake in the effect's area. Within a week, ash and steam will be seen pouring through the earth. Within a month a complete, erupting volcano will be present. Material Components: a mantle of fire resistance and a helm of brilliance. Both are consumed in the casting. Focus Component: A mythallar must be placed at the site of the volcano to power it. The mythallar is slowly destroyed over a period of 1 year, ending the spell. XP Cost: 10,000 XP |
| Gemstone02-15-06, 03:53 AM | To Karsus: Does 1 extra research day really equal a -1 to the final DC of the spell? I mean, it's better than one extra days casting time... very much better. :) |
| Karsus the Mad02-15-06, 04:34 AM | To Karsus: Does 1 extra research day really equal a -1 to the final DC of the spell? I mean, it's better than one extra days casting time... very much better. :) 1 extra day casting gives a -2, 1 additional day of research required gives -1:) So it's half as good from a DC perspective, but much better in the players mind, at first at least. Or it's rediculous, depending (I arbitrarily did it to account for the 10 year research process for Karsus's Avatar) :) I thought it was kind of cheesy at first (even tho' it's my idea...meh) but from an in-game view, I think it's actually pretty interesting, so long as a DM keeps a tight count of time (no 10 years passing between gaming sessions or what not). If a player wants to sacrifice the time, eh, I don't mind. It really depends on how the DM does things. If he allows players to create spells during a session, an increased development time is going to keep the player out of play even longer (especially if the DM makes development time similar to item creation: 8hrs/day minimum). If he only allows development between sessions, it all depends on how long "in-game" time passes between each session:) Tho' I'm interested in opinions on the mitigating factor. Too low of a reduction? Too high of a reduction? Stupid altogether? I like it in the sense that it allows for rediculously long research periods without having to have impossibly high Spellcraft DC's. It always struck me as kind of off that a mage could research (deciding the effect, studying the proper arcane physics or whatever), gather the required equipment and special tidbits of intrails, dragon poo, fiendish snails, or what have you (mechanically speaking, this is the development costs in gp) all within a few days or weeks (given that most aren't super high epic level and can only reasonable succeed at fairly low DC spells). Edit: I just noticed a poem :looloo: special tidbits of intrails, dragon poo, fiendish snails, or what have you Actually, idea, reverse engineer regular development time with a given dc...10 days of research would equal a -1.8 reduction. hmmm...I do believe I'll be revising my factor :embarrass -1 per 5 days seems ok (it's only 0.1 off). |
| lavekkia02-15-06, 08:41 AM | uhm i would go for - 1 DC for every 3 days; but in the end it's your choice. I should also rewrite Karsus Avatar now... I have finished another spell Lifedrain(Phaerimm) Necromancy[death] Spellcraft DC: 84 Components: XP Casting Time: 1 standard action Range: 300 ft Target: 1000 ft + 40 ft/lvl Duration: Istantaneous(but see text) Saving Throw: fort partial Spell Resistance: Yes To Develop: 756000 gp, 116 days, 30240 xp; Seeds: slay(DC 25); Factors: 1 std action casting time(DC + 20), remove somatic component(DC + 2), remove verbal component(DC + 2), change target to area(DC + 10), change area to 20 ft radius(DC + 4), increase area to 1000 ft(DC + 200), camouflage spell *(spellcraft DC + 40)(DC + 20), area scaled by lvl 2 times (DC + 50); Mitigating Factors: caster lose 1 lvl(DC – 20), works only on plant and low life forms(ad hoc DC – 30), burn 3000 xp(DC – 30), additional 100 days of research *(DC – 20), lose spellcasting ability 9 days(DC – 90), spell gather strength over 2 months time(ad hoc DC – 60); The spell was researched by the phaerimm to drive away Netherese from their home region and weaken them. The spell almost always went unnoticed until was too late. The spell destroy lower life forms on a large patch of land wither vegetation. It also drain nourishment from the soil making it barren and wasted in a short time; however the destruction was subtle and progressive so the Netherese required a very long time to figure out the real cause of the spreading drought. Note : the spell is developed with phaerimm magic in mind so it doesn’t require verbal or somatic components XP Costs: 3000 xp by lavekkia NOTE : factors and mitigating factors marked with * are homebrew and stated here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-15-06, 04:33 PM | damned double post :censored: |
| lavekkia02-15-06, 04:35 PM | here s the elven high magic ritual that destroyed jaamdath... Retribution From The Sea(elven high magic) Conjuration(Summoning)[water] Spellcraft DC: 113 Components: V, S, XP, Ritual Casting Time: 3 hours 11 min Range: 75 ft Target: 12000 ft cone + 120 ft lvl Duration: 1 hour (D) Saving Throw: will negates Spell Resistance: yes To Develop:1017000 gp, 121 days, 40680 xp; Seeds: transform(DC 21), summon(DC 14); Factors: summon water elemental(CR 35)(DC + 70), change target to area (DC + 10), change area to 40 ft cone(DC + 2), increase area size to 12000 ft cone(DC + 1200), merge with elemental(ad hoc DC + 25), make area level dependant x 3 *(DC + 75), dismissible(DC + 2), increase duration 1 hour(DC + 58), gather water mass while seeking target(ad hoc DC + 400); Mitigating Factors: Ritual(9 spellcaster epic lvl)(DC – 171), increase casting time 10 min(DC – 20), increase casting time 3 hours(DC – 6), primary spellcaster die(DC – 50), burn 8000 xp(DC – 80), participants burn 3500 xp each(DC – 315), work only in water(ad hoc DC – 20), each participant lose spellcasting ability 1000 day *(DC – 1000), each participant lose 1 lvl(DC – 180), increase research time(100 days)(DC – 20); This powerful ritual was used in the Year Of The Furious Waves(-255 DR) by elven high mages of Nykerimath to destroy the twelve cities of Jaamdath Empire which was threatening their forest and lives. The ritual take place near the seaor a body of water at least 1500 ft deep. The primary caster becomes living magic water (like a water elemental but transformation is only esthetical until the ritual is complete). Then he dive into the water and creates a powerful tidal wave beneath him. When the tidal wave reaches its destination unleashes its fury. The dismissal of the spell by the caster slay himself and release the enormous mass of water upon the target which is destroyed. While is seeking reaching its target the elemental/caster increase its mass gathering it from the sea/lake. At the moment of impact the tidal wave is 12000 ft long and 100 ft high. XP Cost: 8000 xp, 3500 xp per spellcaster by lavekkia |
| lavekkia02-15-06, 05:00 PM | That one is extrapolated from Serpent Kingdoms; it allows to take away or grant supernatural, extraordinary or spell like abilities but works only on reptiles (Scaled Ones), the important thing is that siblings of the transformed char acquire the mutation and transmit it Flesh Of The Scaled Ones(Sarruck) Transmutation Spellcraft DC: 70 Components: V, S Casting Time: 2 hour 11 min Range: 300 ft Target: 1 scaled creature Duration: Permanent Saving Throw: Fort negate Spell Resistance: Yes To Develop: 630000 gp, 113 days, 25200 xp; Seeds: Transform(DC 21); Factors: change size to gargantuan(facultative)(DC + 12), allow partial transformation(ad hoc DC + 10), acquire supernatural/extraordinary ability(DC + 10), choose ability at casting time(ad hoc DC + 4), maintain old supernatural abilities(ad hoc DC + 25), choose abilities to maintain at casting time(DC + 4), abilities pass to progeny(ad hoc DC + 40); Mitigating Factors: works only on scaled ones(ad hoc DC – 12), increase casting time 10 min(DC – 20), increase casting time 2 hour(DC – 4), additional 100 days of development(DC – 20); This spell was developed by the sarruck (creator race) to experiment creation of new slaves. The creator race obviously preferred reptilian form (The Scaled Ones) but the lack of intelligence and power was posing limits. By help of magic and selective reproduction they crossbreed reptiles with mammals and humanoids and created races like lizardfolk, yuan – ti, nagas and others. The spell modify a reptilian creature physical appearance giving her arms or legs or modifying the tail or the head in various ways. The decision is up to the caster at casting time. The spell can even grant the creature new supernatural or extraordinary abilities (like venomous fangs or sting, or petrifying gaze or other); again the decision is up to the caster at casting time. The spell can grant only a new ability at time but repeated applications stack. The spell can also strip away an ability from the subject. The receiver can negate the changes by means of saving throw but prior to ritual they generally are drugged or otherwise rendered helpless. An important consideration about this spell is that the mutation is propagated through generations even if the modified creature breed with normal exemplars of its specimen. by lavekkia |
| lavekkia02-15-06, 07:12 PM | This spell is FAR from perfect... but i post it anyway. please suggest corrections Mavin’s Earthfast(Netherese) transmutation Spellcraft DC: 140 Components: V, S, M, XP Casting Time: 10 hours 11 min Range: 300 ft Target: 400 ft radius + 10 ft/lvl Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 1260000 gp, 26 days, 50600 xp; Seeds: shadow(DC 23), shadow(DC 23); Factors: replicate 7th lvl spell(Reverse Gravity)(DC + 30), choose gravity new direction(ad hoc DC + 6), replicate 2nd lvl spell(earthfast)(DC + 5), increase area to 400 ft(DC + 16), increase area with lvl(DC+ 25), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), arcane material component(DC – 40),artifact material component x 6 *(DC – 300), burn 8000 xp(DC – 80), lose spell casting ability 4 day *(DC – 40); This spell was initially created to allow further mining of areas that were too dangerous to work otherwise. By casting the earthfast spell, large areas of underground tunnels became impervious to cave-ins and other similar catastrophes, the magic supporting the ceiling so that additional mining could continue. The spell was also used for other purposes, since it also drastically halted the weathering of city streets and buildings. Many cities sought out archwizards who would cast the earthfast spell to preserve important areas of their community. The spell permitted also to enchant the wall with a variation of reverse gravity spell, thus permitting to live and work on the wall and the roof, or even to create multiple oblique planes to save precious space. The material components for this spell were a stone of controlling earth elementals, six chardalyns (each of which was imbued with a transmute mud to rock spell). All of the components were consumed during casting. XP Cost: 8000 xp Material Component: 1 stone of earth elemental controlling(100000 gp), 6 Chardalyn stones enchanted with Rock To Mud Spell by lavekkia EDIT: rewritten using the earthfat spell (MoF) now i like much more |
| lavekkia02-16-06, 12:55 PM | here s the second phaerimm spell.. i know no others made by them (save maybe for the ones mentioned in Return Of The Archwizards novels, but there was too little info there) I have also found and corrected an error in Lifedrain spell, the DC has not changed, i have only lowered the XP cost Magicdrain(Phaerimm) abjuration Spellcraft DC: 125 Components: XP Casting Time: 1 std action Range: 300 ft. Target: 1000 ft radius + 40 ft / lvl Duration: instantaneous(but see text) Saving Throw: None Spell Resistance: No To Develop: 1125000 gp, 223 days, 45000 xp; Seeds: dispel(DC 19), shadow (DC 23); Factors: remove verbal component(DC + 2), remove somatic component(DC + 2), 1 std action casting time(DC + 20), change target to area(DC + 10), change area to 20 ft radius(DC + 2), increase area to 1000 ft (DC + 200), camouflage spell *(spellcraft DC + 40)(DC + 20), add 30 to dispel check(DC + 30), replicate effect of 9th lvl spell(Mordekainen Disjunction)(DC + 40), scale area with lvl 2 times(DC + 50); Mitigating Factors: magic is dispelled slowly 2 months(ad hoc DC – 60), increase research time 200 days *(DC – 40), lose spellcasting ability 10 days(DC – 100), burn 3000 xp(DC – 30), lose spellcasting ability 3 days *(DC – 30), lose 2 prepared slots *(DC – 10); This was the second infamous epic spell developed by the phaerimm that destroyed the Netherese empire. Like Lifedrain this spell was designed to act in subtle ways and to be difficult to detect until too late. Every type of magic in the area was effectively dispelled but the effects were slow to manifest: a spell that failed the required check begun to decay and lose its power until it was lost. The precise mechanics are up to the DM (which could end it abruptly, or let it decay and slowly change its effects, or let it function and cease to be in a critical situation); but for every other rule the spell doesn’t exist anymore. If in doubt simply cease the spell. Magic items that failed check were subjected to effects equivalent to Mordekainen Disjunction spell, but with the same rules for decay. NOTE : this spell has been developed with Phaerimm Magic rules in mind thus requires no verbal or somatic component XP Costs: 3000 xp by lavekkia NOTE: factors and mitigating fators marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-16-06, 01:32 PM | I m struck developing an epic spell: the final effect i want to achieve is a trasparent dome of glasssteel of 300 ft diameter thick enough to sustain pressure from water at the bottom of the sea; I use a conjure seed. The problem is that a dome 1 inch thick bumps DC by 4309 this BEFORE appying make permanent modifier. So i m planning to change seed, the question is WHICH ONE ? |
| lavekkia02-17-06, 02:10 PM | reading again Cormanthir i found that i missed this one the first time Hidden Homeland(elven high magic) Illusion(figment) Spellcraft DC: 171 Components: V, S, Ritual Casting Time: 10 hours 11 min Range: 12000 ft Target: 600 ft radius area Duration: Permanent (D) (see text) Saving Throw: Will disbelief and negate(DC + 10, elves DC + 6) Spell Resistance: Yes To Develop: 1539000 gp, 431 days, 61560 xp; Seeds: delude(DC 14), conceal(DC 17), compel(reverse direction)(DC 19); Factors: change target to area(DC + 15), change area to 20 ft radius(DC + 2), increase area to 600 ft(DC + 120), concealment is permanent(DC + 4), block divination(DC + 6), include other senses(DC + 10), illusion work on area (DC + 4), no concentration req(DC + 9), increase saving throw DC 10(DC + 20), temporary dismissible(ad hoc DC + 8), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual (5 spellcaster epic lvl)(DC – 95), elves get + 4 bonus on saving throw(ad hoc DC – 2), caster burn 20000 xp(DC – 200), each participant burn 5500 xp(DC – 220), all casters lose 1 lvl(DC – 100), additional research time 400 days *(DC - 80), every caster permanently lose 1 6th lvl slot *(DC - 275), anchored(DC x ¾); This ritual's effect is a mixture of illusion/phantasm and enchantment/charm magics plus a mythal or ward. It is hardly a powerful magic, but the amount of energy and subtlety involved in its effects make it High Magic. Saving throws against the effects of a n.maernthor barrier are checked with a -10 penalty for N.Tel.Quess and a -6 for elves). Even if persons or structures of the realm are within sight of a stranger, these barriers divert most intruders. More powerful variants of this ritual can be placed within mythals, and these forcibly (yet imperceptibly) teleport intruders away from a homeland. Like the starshine ritual, this magic has a wizards variant available to certain royal elven personages across the Realms, which allows them to duplicate these effects on a limited basis. However, to build this magic, every capable elf within a settlement must participate in the dance that establishes the n.maernthor. Not unlike hallucinatory terrain and mass suggestion, those not welcome in the realm can be diverted from finding the actual paths into an elven city. XP Costs: 20000 xp, 5500 xp per participant by lavekkia NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad02-17-06, 08:30 PM | Hey, lavekkia, I won't be around much for a few days (at least...severe problems at work, someone's decided to "lose" software). I have a version of Mavin's Earthfast, will pm you a.s.a.p. If you have any questions or advice, you can go ahead and pm or email me (TechnomancerMorhion@yahoo.com). Appologies for the lack or response. :tiphat: |
| lavekkia02-17-06, 10:26 PM | another one from Cormanthir, pretty useless but funny :) I also chose not to rewrite The Wow Tangible(elven high magic) Divination Spellcraft DC: 45 Components: V, S, XP Casting Time: 11 min Range: infinite(touch) Target: 2 subject Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 405000 gp, 9 days, 16200 xp; Seeds: Contact(DC 23); Factors: activate on trigger(DC + 25), add 1 target(DC + 10), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), Capstone(DC – 20), burn 8500 xp(DC – 85), lose spellcasting ability 10 days *(DC – 100), lose 1 lvl(DC – 20); This ritual is a loosely structured rite that summons a physical symbol of a vow made during the casting. The vow itself is inherent to the symbol, and neither it nor the object can be marred or affected by any means less than divine, aside from one. Should either party involved in the vow intentionally and flagrantly break its word beyond the spirit of the agreement, the symbol shatters. The casting High Mages are not the folk involved in the vow, only in the binding of High Magic to the Vow Tangible and the thoughts and spirits of two or more representatives involved in the vow. The size of the physical symbol is relative to the number of people it encompasses, so a promise made among cities creates a boulder-sized symbol, while a vow between two friends creates a small fist-sized object. Most often, this ritual summons a stone plinth or slab of the relative sixes mentioned above, and the vow made in the ritual is carved somewhere upon it; the Standing Stone is the major example of a vowstone (or oathstone), its size relative to the two groups of people (Dalesmen and elves of Cormanthyr) involved in the vow through the three human representatives and the Coronal. If additional time is spent in ritual and either of the representatives has artistic skill, the vowstone can manifest as a figurine or statue rather than a formless rock with inscriptions. The common use for this ritual is to make it a part of a marriage rite among elves, creating an Aestar.Khol (.Marriage Stone.) XP Costs: 8500 xp by lavekkia NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-18-06, 01:51 PM | This spell was introduced in Return Of The Archwizard novels Dead Wall(Phaerimm) Evocation Spellcraft DC: 57 Components: XP, Ritual Casting Time: 1 std action Range: 30 ft Target: 4500 ft radius + 100 ft per caster lvl Duration: Permanent(D) Saving Throw: None Spell Resistance: No To Develop: 513000 gp, 111 days, 20520 xp; Seeds: mythal(DC 25); Factors: remove somatic component(DC + 2), remove verbal component(DC + 2), 1 std action casting time(DC + 20), increase area to 4500 ft (DC + 180), scale area by lvl(DC + 25), dismissible by caster(DC + 2), ban transmutation[teleportation] sub school(DC + 15), ban divination school (DC + 20), major prevalent power (lifedrain)(DC + 100), major prevalent power(magicdrain)(DC + 100); Mitigating Factors: ritual(3 spellcaster epic lvl)(DC – 57), ritual(3 spellcaster 9th lvl)(DC – 51), ritual(3 spellcaster 7th lvl)(DC – 39), spellcaster burn 11500 xp(DC – 115), participant burn 1000 xp each(DC – 80), increase research time 100 days *(DC – 20), spellcaster burn 2 spell slot *(DC – 10), each participant burn 1 spell slot *(DC – 40), spellcaster lose spellcasting ability 2 day *(DC – 20), each participant lose spellcasting ability 1 day *(DC – 80); This spell was researched by Phaerimm escaped from Anauroch in the end of 1372 DR to siege and destroy the elven city of Evereska: the elven high magic mythal prevented the creature to enter into the city thus they created their ward. The spell surround an area with a globe of force that ban teleportation and divination magic. The spell also combines the infamous phaerimm spells of lifedrain and magicdrain. XP Costs: 11500 xp, 1000 xp per participant by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 NOTE : the spell uses phaerimm magis so doesn t make use of somatic and verbal components |
| Ramar Aulinvox02-18-06, 04:51 PM | This spell was introduced in Return Of The Archwizard novels Dead Wall(Phaerimm) Evocation Spellcraft DC: 57 Components: XP, Ritual Casting Time: 1 std action Range: 30 ft Target: 4500 ft radius + 100 ft per caster lvl Duration: Permanent(D) Saving Throw: None Spell Resistance: No To Develop: 513000 gp, 111 days, 20520 xp; Seeds: mythal(DC 25); Factors: remove somatic component(DC + 2), remove verbal component(DC + 2), 1 std action casting time(DC + 20), increase area to 4500 ft (DC + 180), scale area by lvl(DC + 25), dismissible by caster(DC + 2), ban transmutation[teleportation] sub school(DC + 15), ban divination school (DC + 20), major prevalent power (lifedrain)(DC + 100), major prevalent power(magicdrain)(DC + 100); Mitigating Factors: ritual(3 spellcaster epic lvl)(DC – 57), ritual(3 spellcaster 9th lvl)(DC – 51), ritual(3 spellcaster 7th lvl)(DC – 39), spellcaster burn 11500 xp(DC – 115), participant burn 1000 xp each(DC – 80), increase research time 100 days *(DC – 20), spellcaster burn 2 spell slot *(DC – 10), each participant burn 1 spell slot *(DC – 40), spellcaster lose spellcasting ability 2 day *(DC – 20), each participant lose spellcasting ability 1 day *(DC – 80); This spell was researched by Phaerimm escaped from Anauroch in the end of 1372 DR to siege and destroy the elven city of Evereska: the elven high magic mythal prevented the creature to enter into the city thus they created their ward. The spell surround an area with a globe of force that ban teleportation and divination magic. The spell also combines the infamous phaerimm spells of lifedrain and magicdrain. XP Costs: 11500 xp, 1000 xp per participant by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 NOTE : the spell uses phaerimm magis so doesn t make use of somatic and verbal components A couple things: 1. phaerimms cast there spells as SLA so I don't think that you have to increase the dc by excluding the casting components. 2. I believe that the lifedrain and magicdrain spells were cast through-out the vail after the wall was raised so you wouldn't need to include them in the spell. Dealing with other spells: 1. for Mavin's Earthfast, wouldn't a mythal power be best? 2. for Hidden Homeland, this seems to be a major power of a mythal to me. Dealing with phearimm spells: 1. you could make a mitigating factor for phearimm spells by requiring verbal or somantic components [both epic and regular level,i.e. need four arms to cast a certain spell]. More epic spells: 1. the Shadovar's Shadow Shell. 2. what ever spell merged Tilverton with the plane of shadow. 3. the binding spell Telamount put on the blue dracolich. 4. the epic spells that created the Lake of Shadows. 5. the actual spell that transported Shade to the plane of shadow. 6. there is a spell that was cast by the mortal Midnight in the book Shadowdale via a wildmagic accident that ended up getting Elminster's attention [I think it was name "somebody's" death eye orb]. It turned the sky red, scorched the earth around everyone, the sun turned into a red eye, and people were dying. I haven't read the book in years so I don't remeber exactly what the spell did. Great job so far, keep it up. [edit, removed stuff about karsus's avatar] |
| Ramar Aulinvox02-18-06, 05:14 PM | Hey lavekkia, I started trying to convert Shoon's villien volly once. I couldn't figure out how to incorporate the using other people's life force to make a spell work. However, I did work on a Force missile seed that you could use: Force Missile Seed Evoc (Force) Spellcraft DC: 14 Comp: S,V Casting time: 1 minute Range: 300 ft. Target: 1 creature per missile Duration: instant Save: none SR: yes This spell creates five missiles that do 1d4+1 damage each. The missiles strike unerroringly any target that you designate that is within range and that you have line of sight to. Each additional missile added increases the DC by 2. The base DC is decrease to 9 if there is only one missile [in which case the "added" missiles would increase the over all damage]. One may subtract 10 from the DC to change the target to one random creature within a 20 ft. radius for each missile. The DC may be increased by 10 for each increase in the base die damage to a maximum of 2d10 damage per missile[i.e. +10:1d6+1, +20:1d8+1, +30:1d10+1; +40:2d6; +50:2d8; +60:2d10(maximum)]. Note: An epic force effect negates all damage from the force missile seed. I hope this helps. |
| lavekkia02-18-06, 09:40 PM | A couple things: 1. phaerimms cast there spells as SLA so I don't think that you have to increase the dc by excluding the casting components. i don't know if Phaerimm Magic supernatural(extraordinary ? forgive me i don't remember now) ability applies to epic magic; BTW it's only lower the DC by 4 so wouldn't care 2. I believe that the lifedrain and magicdrain spells were cast through-out the vail after the wall was raised so you wouldn't need to include them in the spell. yes maybe, but not having specific info i included the effects Dealing with other spells: 1. for Mavin's Earthfast, wouldn't a mythal power be best? if you are asking to use the mythal seed i would say no; that seed is overpowered in my opinion (even if i like it so much :) ) so i try to use it only when appropriate (when creating city - wide wards for example) 2. for Hidden Homeland, this seems to be a major power of a mythal to me. the description stated that the spell could be included into a mythal, so i would let it remain independent Dealing with phearimm spells: 1. you could make a mitigating factor for phearimm spells by requiring verbal or somantic components [both epic and regular level,i.e. need four arms to cast a certain spell]. all i have read about them said that they considered normal spellcasting (using verbal and somatic component) an inferior form of magic; that said the mitigating factor can be easily included (DC - 4) More epic spells: 1. the Shadovar's Shadow Shell. already working on it :) it a variation of the Shadow Blanket epic spell (another one which i m working on) 2. what ever spell merged Tilverton with the plane of shadow. 3. the binding spell Telamount put on the blue dracolich. interesting but nothing really special; thanks anyway to point them out :) i hope someone else will work on them 4. the epic spells that created the Lake of Shadows. now things get interesting :) it's a result of repeated casting of Shadow Blanket spell (that melt High Glacier) 5. the actual spell that transported Shade to the plane of shadow. almost finished :) it's calle Telamont's Shadow Refuge 6. there is a spell that was cast by the mortal Midnight in the book Shadowdale via a wildmagic accident that ended up getting Elminster's attention [I think it was name "somebody's" death eye orb]. It turned the sky red, scorched the earth around everyone, the sun turned into a red eye, and people were dying. I haven't read the book in years so I don't remeber exactly what the spell did. uhm, i don't know, midnight was becoming a deity, and magic was going awry on The Realms; maybe it was only a chance Great job so far, keep it up. thank you :) |
| Karsus the Mad02-20-06, 01:30 AM | For mavin's earthfast, you might want to use the 7th level druid spell earthfast (magic of faerun). It does exactly the same thing, only smaller scale. Duplicate it with the shadow or mythal seeds, increase area, duration, etc. The Lake of Shadows was created by a spell before the enclave returned (when melegaunt summoned his 3 brothers). The additional flooding and climate problems was the result of melting the high ice with the shadow blankets (created with heavy magic), but the lake itself was by a single ritual:) The spell used in Tilverton sounded a lot like tolodine's killing wind (PGtF) cast by a shadow weave user to me (how the black fog spread out, eating everything it touched, etc). Yes indeed, very nice job lavekkia:) |
| Karsus the Mad02-20-06, 02:07 AM | Epic Anyspell Illusion (shadow) Spellcraft DC: 115 Components: V, S (as per duplicated spell) Casting Time: 1 quickened action Range: as per duplicated spell Effect: duplicates any arcane or divine spell of 9th level or lower Duration: as per spell Saving Throw: Will disbelief Spell Resistance: Yes To Develop: 1,035,000gp, 21 days, 41,400 XP ; Seeds: shadow (DC 23); Factors: duplicate up to 9th level arcane or divine spells from any school (+64), quickened (+28). Epic Anyspell can duplicate any arcane or divine spell from any school of magic. If the duplicated spell has an XP cost, then the caster must pay the cost. The spell to be duplicated is chosen at the time of casting. Material Components: as per spell XP Cost: as per spell |
| lavekkia02-20-06, 08:12 AM | For mavin's earthfast, you might want to use the 7th level druid spell earthfast (magic of faerun). It does exactly the same thing, only smaller scale. Duplicate it with the shadow or mythal seeds, increase area, duration, etc. The Lake of Shadows was created by a spell before the enclave returned (when melegaunt summoned his 3 brothers). The additional flooding and climate problems was the result of melting the high ice with the shadow blankets (created with heavy magic), but the lake itself was by a single ritual:) The spell used in Tilverton sounded a lot like tolodine's killing wind (PGtF) cast by a shadow weave user to me (how the black fog spread out, eating everything it touched, etc). Yes indeed, very nice job lavekkia:) reworked Mavin's Earthfast, DC has not changed but now i like it MUCH more :) I did not remember the ritual of creation of Shadow Lake, damn i read the 3 books last month, i m definitely getting old and with short memory :D |
| lavekkia02-20-06, 10:06 AM | Telamont’s Refuge Of Shadows(Netherese/Shadovar) Illusion(shadow) Spellcraft DC: 118 Components: V, S, F, M, XP Casting Time: 10 hours 11 min Range: touch(mythallar) Target: 4500 ft radius Duration: 24 hours Saving Throw: will negates Spell Resistance: yes To Develop: 11062000 gp, 122 days, 42480 xp; Seeds: shadow(DC 23); Factors: replicate (shadow walk)(DC + 25), change target to area (DC + 15), increase duration to 24 hours(DC + 46), change area to 20 ft radius(DC +2), dismissible by caster(DC + 2); increase area to 4500 ft (DC + 900); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours(DC – 20), arcane material component(dimensional sextant)(DC – 9), burn 8500 xp(DC – 85), lose spellcasting ability 15 days *(DC – 150), lose 3 str point *(DC – 60), lose 10 prepared slots *(DC – 50), additional 100 days of research *(DC – 20), require shadow weave magic feat *(DC – 12), require focus component(DC x 1/5); The high prince of Shade used this spell to travel with its enclave to the plane of Shadows for research purposes: having discovered it he had a great interest in its study. When Karsus casted his spell and destroyed Netheril the Shade enclave was travelling on the other plane. Magic changed forever, the original spell was now useless so the entire enclave remained struck for 1700 years out of the Material Plane. Due to the changes to rules of magic Telamont had to research the spell again from scratch using the epic seeds. XP Costs: 8500 xp Material Component: Dimensional Sextant(21600 gp) Focus: Mythallar by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-20-06, 10:35 AM | This spell is from Return Of The Archwizards books The Crushing Willpower Of The High Prince(Shadovar) Enchantment(Compulsion)[mind – affecting] Spellcraft DC: 88 Components: XP Casting Time: 1 std action Range: 75 ft Target: 1 creature Duration: 20 hours or until completed Saving Throw: Will negates (DC + 30) Spell Resistance: yes (bonus + 30) To Develop: 792000 gp, 16 days, 31680 xp; Seeds: compel(DC 19); Factors: 1 std action casting time(DC + 20), remove somatic component(DC + 2), remove verbal component(DC + 2), compel to do unreasonable things(DC + 10), increase saving throw DC 30(DC + 60), increase spell resistance check bonus 30(DC + 60); Mitigating Factors: burn 4000 xp(DC – 40), backlash 25d6(DC – 25), lose 4 spell slot(DC – 40); The High Prince of Shade developed this spell to quickly extract information and compel his minions to do everything he desired. Only by fixing his platinum hued eyes on the victim an concentrate High Prince Telamont can bend and crush the will of any being. The victim is conscious of what’s happening but if she fails the Saving Throw (an almost sure occurrence) can do noghing except do as the prince want. XP Costs: 4000 xp by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad02-23-06, 01:11 PM | Spellpool Formation Evocation (Guild) Spellcraft DC: 165 Components: V, S Casting Time: 10 days, 10 hours, 11 minutes Range: Personal Effect: Creates a spellpool Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 1,485,000gp, 30 days, 59,400 XP; Seeds: mythal (DC 25), transport (DC 27); Factors: keyed major prevalent power (store spells, +100), keyed major prevalent power (call spells, +100); Mitigating Factors: requires spellpool class ability (-5), change range to personal (-2), increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), increase casting time by 10 days (-20), lose level (-20). Upon completion, this spell pulls together local leylines and forms them into a cohesive respository of magical energy: a spellpool. Only those spellcasters with the spellpool class ability and the appropriate key (determined at the time of casting) can access the spellpool. |
| lavekkia02-23-06, 01:58 PM | nice one indeed Karsus, maybe you could rework it using the Spell Matrix seed that is discussed on the other thread; i'll try to develop it this evening and post it, so hold tight and be prepared :) BTW why range personal ? |
| lavekkia02-23-06, 02:16 PM | I don't like this kind of spells because they're just big fireballs (ok maybe VERY VERY VERY big fireballs) but i have developed it for my char and the use of spellfire make it unusual so here it is: Dweomerfusion Transmutation Spellcraft DC: 144 Components: V, S, M Casting Time: 57 seconds (1 min) Range: 12000 ft Target: 1500 ft radius Duration: Instantaneous Saving Throw: fortitude half ( + 50) Spell Resistance: Yes ( + 50) To Develop: 1296000 gp, 1526 days, 51840 xp; Seeds: destroy(DC 29), dispel(DC 19); Factors: change target to area (DC + 10), change area to 20 ft radius(DC + 2), increase area 1500 ft (DC + 300), add 50 lvl SR check(DC + 100), add 40d6(DC + 80), increase damage to d20(DC + 40), maximized(DC + 21), add + 50 ST(DC + 100), add 40 to dispel check(DC + 40); Mitigating Factors: lose 40 prepared slots *(DC – 200), require Spellfire Wielder feat *(DC – 12), additional research time 1500 day *(DC – 300), permanently lose 10 lvl of spellfire(ad hoc DC – 35), expend all stored spellfire(at least 25 lvl)(DC – 30), lose 1 lvl(DC – 20); This terrifying spell has been casted two times during the last 1600 years (that is from when Alexander Andreas D’Laventur, renegade elf of Evereska, developed it) and two huge blackened craters are the proof of the madness of the spell (and of course of the caster). During the 57 seconds the caster conjures a destructive energy from far beyond the mortal world and unleashes it on the selected area every being in the area suffer 1200 points of dmg (or 600 hp if Saving Throw (DC + 50) is successful) . The raging inferno is called dweomerfusion because not even magic can resist: every spell active and every magic item in the area is affected by a Disjunction spell with a bonus on caster level of 40. There is also a 35% chance per casting that the Weave at the target area is being torn apart creating a dead magic zone or that the ultraheat warp the strands creating a wild magic zone (50 % / 50 %, DM rolls). Material Component: spellfire NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia02-23-06, 02:42 PM | Another one from Cormanthyr(the name was not given so i created one): The Path Of Music Trough The Starlight(elven high magic) Illusion(shadow) Spellcraft DC: 135 Components: V, S, XP, Ritual, Bardic Music Casting Time: 10 hours 10 min Range: touch Target: 12000 ft / 1 bard(see text) Duration: 121 hours + 2 hours / lvl Saving Throw: Will Negates Spell Resistance: Yes To Develop: 1215000 gp, 1525 days, 48600 xp; Seeds: shadow(DC 23); Factors: replicate 7th lvl spell(shadow walk)(DC + 25), travel trough the astral plane(ad hoc DC + 20), change target to area(DC + 10), change area to 20 ft radius(DC + 2), increase area to 12000 ft(DC + 2400), increase duration to 121 hours(DC + 100), make duration lvl dependent x 2(DC + 50); Mitigating Factors: ritual (9 spellcaster epic lvl)(DC – 171), ritual(1 bard lvl 6th)(DC – 11), increase casting time 10 min(DC – 20), increase casting time 10 hours(DC – 20), bard must lose 30 bardic music (DC – 90), bard must have 33 ranks in perform(harp)(DC – 33), caster burn 20000 xp(DC – 200), each spellcaster burn 10000 xp(DC – 900), additional research time(1500 days)(DC – 300), each spellcaster lose 1 8th lvl spell slot (DC – 750); This is the most ancient ritual of Elven High Magic cast on Toril: to be more precise the ritual was not even cast on Aber – Toril but on the fabled Faerie, home of the sylvan races, and it ended here. The first elves used it to migrate from that enchanted place to this world that they found so similar. A bard was required for the ritual, and very powerful indeed and skilled with harp. Once the ritual was completed the bard was imbued with energy beyond mortal understanding, her song then was so rich and beautiful that even the stars bowed to such magnificence. While harping the bard acquired the capacity of fold space and time and travel trough the void of space between the worlds. Everyone that can hear her magically empowered melody (basically everyone into the radius area) travel into the astral plane, if someone falls out of the range the music abruptly cease and he is struck there. The path leads everyone to the chosen destination trough it may require more or less time to travel depending on distance covered(It’s up to the DM to decide how many hours it would require the travel). NOTE: depending on the setting (and the DM choice) Faerie can be a plane, a world or a Crystal Sphere(Faeriespace) or a combination of the cases (for example a Crystal Sphere that extends over the Prime Material boundaries) so it’s again up to the DM decide the specifics (and maybe the hazards) of the travel. XP Cost: 20000 xp, 10000 xp per caster by lavekkia NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| Secrets Untold02-23-06, 02:56 PM | LIFE TO UNDEATH Necromancy [Death] [Evil] Spellcraft DC: 72 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: Five living creatures Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes [Seed: Slay (25), +80 HD affected (+8), +4 subjects (+32), increase damage by 8d6 (+8)], [Seed: Animate Dead (23), set undead as shadows (-8), set 15 total HD (-5), no create spawn ability (ad-hoc -25), turn resistance -2 (ad hoc -10)], [no verbal or somatic component (+4), one action casting time (+20)] Life to Undeath snuffs out the life force of a living creature of up to 160, killing it instantly. The slay seed kills a creature of up to 160 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 11d6+73 points of damage. Any creatures killed are instantly animated as shadows that follow the caster until they are destroyed. These shadows lose there create spawn ability and their turn resistance. ARMOR OF HEROES Abjuration Spellcraft DC: 89 Components: V, S Casting Time: 1 minute Range: Touch Target or Effect: Touched creature or object of 500 lb. or less Duration: 24 hours Saving Throw: None Spell Resistance: Yes [Seed: Ward (14), added bludgeoning warding (+4), reduced weight to 500 lbs (ad hoc -20), increased absorption to 20 damage (+30)], [Seed: Armor (14), increase armor bonus to 5 (+2)], [Seed: Fortify (17), increase Constitution bonus to +5 (+8)], [1-action cast time (+20)] Armor of Heroes absorbs the first 20 points of each piercing, slashing, and bludgeoning damages that the target would receive in one round. Armor of Heroes also grants a +5 armor bonus to AC, but it doesn’t cause spell failure, armor check penalty, or encumbrance. Finally, Armor of Heroes grants the target a +5 enhancement bonus to Constitution. Tell me if they need revising. |
| Karsus the Mad02-23-06, 09:04 PM | nice one indeed Karsus, maybe you could rework it using the Spell Matrix seed that is discussed on the other thread; i'll try to develop it this evening and post it, so hold tight and be prepared :) BTW why range personal ? Actually, a spellpool formation spell is the reason I was going to create a matrix seed in the first place, but I simply never got around to it (too many things currently in the works, too tired, and of course, lazy :zzz: ). Once you get your seed smoothed out, I'll definitely look at it. It'd prolly be a better option than pure mythal. I chose a personal range for a few reasons. First is because spellpools aren't localized (they're not in any specific place, and giving an actual range to the spell would make it feel like it was in a specific place), second the spell merely pulls together the energy (centered on the caster during casting) to create a spellpool (the spellpool itself isn't actually centered around the caster). Secrets Untold, the only revising I see needed is the casting time:) Both have 1-action casting time in the factors, but show 1 standard action and 1 minute in the spell info:) Other than that I don't see anything right off the bat. Nice spells:) I like the Life to Undeath. Perfect for evil necromancers :cool: |
| lavekkia02-24-06, 07:52 AM | another thing is that spells should be formatted using the template posted in the first page, at least if you want them to be included in the Emporium |
| lavekkia02-26-06, 02:47 PM | Arrows Of Art(elven high magic) Illusion(shadow) Spellcraft DC: 38 Components: V, S, XP Casting Time: 1 hour 10 min Range: touch Effect: 20 arrows in a quiver Duration: 24 hours / until discharged Saving Throw: depends on spell imbued Spell Resistance: depeneds on spell imbued To Develop: 342000 gp, 57 days, 13680 xp; Seeds: shadow(DC 23); Factors: replicate 7th lvl spell(variable, chosen at casting time)(DC + 30), spells come from 3 different schools(DC + 6), choose spell at casting time ***(ad hoc DC + 10), increase duration to 24 hours(DC + 46), contingent activation(DC + 25); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 1 hour *(DC – 2), expend 4 prepared slots *(DC – 20), burn 3000 xp(DC – 30), lose 1 str point *(DC – 20), additional research time 50 days *(DC – 10); One of the few combat-oriented High Magics, this ritual allows the High Mage to enspell a quiver of 20 arrows with one effect noted below. These enchantments last for 24 hours after the completion of the hour-long ceremony, and the arrows. magic can be cancelled only by wish and limited wish spells. Often, word of an impending battle will prompt at least one or two quivers of arrows to be prepared, and the akh’velahrn divide the arrows among their archers’ ranks to provide a unified effect across the battlefield. The spell effects vary according to the situation and the ritual’s exact performance, but the arrow always delivers its standard damage to a struck living target regardless of other effects. Five effects can aid elven forces on the battlefield: . Dispel arrows will, upon contact with a specified magical field or effect, cancel that effect as a 20th-level wizard; these are used in battle against spellcasters who use shields and other defences to prevent enemy missile and spell fire against them. If targeted on an item of less than artifact status, these arrows can cancel an item’s effects or function for 1 round. . Snuff arrows act like an affect normal fires spell on contact, though their only effect is to extinguish any normal fires (of up to 5. radius from point of impact) or reduce the strength/damage of magical fires by half. These are, by far, the most common of the ol’iirtal’eithunna, and they are used with great effectiveness against ogres (and dragons) who hope to burn Cormanthor down around the elves. . Eagles. Mark arrows act as magic missiles, homing in on a target unerringly to deliver 1d6 points of damage. There is a limitation to this magic that allows only two of these to hit any one creature in 24 hours; any more arrows of this enchantment targeting the same creature will merely burn up a few feet from the target. The elves know this limitation, and thus always use these arrows to break charges by orc hordes, selecting key figures whose injuries can slow their thunderous advance. . Targeting arrows crackle an ominous purple, and deliver their damage and a mystical signature upon contact with the target. The following round, the elves may use a key word named by the casting High Mage to make the affected target the focus of their spells, regardless of whether the target is within the spell’s range. This allows elven mages the chance to launch spells into battle without worry of interfering with or affecting their own troops or spellcasters. . Message arrows, when they contact either a target or a hard surface, deliver their damage and a message of 30 words or less from the archer. This audible message can be heard easily by any creatures within a 10. radius of impact. Spells or auditory powers cannot be used with these arrows, though an elven war cry emanating around wounded opponents has sometimes been enough to cause a rout or a resurgence of hope to battle-trapped elves as they hear a message telling them of reinforcements. ***: the chosen spell must be taken from this list: Greater Dispel Magic, Empowered Magic Missile, Whispering Wind, Fire Immunity, limited wish(triple spell range when targeting marked foe) XP Costs: 3000 xp NOTE : factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| Karsus the Mad03-02-06, 04:45 AM | Azreal's Mechanical Summons Illusion (shadow) Spellcraft DC: 51 Components: V, S, XP Casting Time: 10 hours, 11 minutes Range: 0 feet Effect: Creates 1 greater fantastic machine/level Duration: 1 hour/level Saving Throw: Will disbelief (harmless) Spell Resistance: Yes (harmless) To Develop: 459,000gp, 10 days, 18,360 XP; Seeds: shadow (DC 23); Factors: duplicate greater fantastic machine (+50); volume level dependent (+25), duration level dependent (+25); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20), burn 2,700 XP (-27), can only be cast by Lantanese artificers (-5) Azreal's mechanical summons was invented by the Lantanese artificer Azreal of Lantan, the "Technomancer", for largescale constructions such as mines, smelting factories, etc, and creates one illusory, many-armed, noisy mechanical construct of impressively massive appearance per caster level. The caster can concentrate on controlling the machines or specify a simple program, such as mine for specific minerals in an area, collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like. Each machine can perform only fairly simple physical tasks. Directing the actions of the machines is a standard action for you. You can direct any of the machines, or all them at once. The machines always act on your turn in the initiative order. Except where noted below, the machines function as Large (tall) animated objects constructed from adamantine. They trundle over the ground at a speed of 60 feet. They can swim or fly at a speed of 20 feet (poor maneuverability). Each machine has 16 HD, 88 hit points, an Armor Class of 20 (-1 size, +11 natural). Their saving throw bonuses are Fortitude +5, Reflex +5, and Will +0. The machines have a Strength score of 22. A medium load for each machine is up to 520 pounds, a medium load is 521 to 1,040 pounds, and a heavy load is 1,041 to 1,560 pounds. The machines can fly or swim only when lightly loaded. Each machine can lift a weight of up to 3,120 pounds to a height of 15 ft. They can push or drag 7,800 pounds each. They can each excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5 foot space in 1 round). They can excavate sand or loose soil at twice that rate. The machines make slam attacks with an attack bonus of +17/+12 for 1d8+9 points of damage. They deal triple slam damage (3d8+27) against stone or metal. The machines can hurl Small rocks (if any are at hand) with an attack bonus of +12/+7. Their range increment is 150 feet, and they can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage. XP Cost: 2,700 XP |
| lavekkia03-04-06, 03:27 PM | I have found this spell on the Dicefreaks boards but i can't find it anymore nor i can remember the author. If anyone know who is please tell me, i will contact him/her and give him/her credit Simbul’s Epic Spell Matrix Transmutation Spellcraft DC: 70 Components: V, S Casting Time: 1 std action Range: Personal Target: matrix that holds 8 spells Duration: 200 min Saving Throw: None Spell Resistance: No To Develop: 630000 gp, 113 days, 25200 xp; Seeds: Spell Matrix(DC 25); Factors: 1 std action casting time(DC + 20), matrix can hold spells up to 9th lvl(DC + 24), matrix hold 8 spells(DC + 28); Mitigating Factors: backlash 7d6(DC – 7), additional research time 100 days(DC – 20); The Simbul, Witch Queen of Aglarond developed this spell to get rid of the threat of Red Wizards of Thay. Many lesser version of the spell are known but this undoubtedly beat them all. The magical ritual evocate a maze of mystical energy that stores spells ready to be cast. The spells in the matrix can be released as a swift action (singularly or chained to be released all together in a single action). The spell matrix remains active until 200 minutes are passed, until emptied or dispelled or until death of the character. The spells can must be added to the matrix one at time and in the 8 rounds that follow the casting of the spell. When 8 rounds are passed the matrix closes wheter full or not. Eligible spells are the ones with casting time or less (that is every spell that could be affected by Quicken Spell Metamagic feat) by unknown author |
| Karsus the Mad03-05-06, 03:16 AM | Someone over on dicefreaks is using the custom mits? Cool. I wasn't aware it went beyond these boards. |
| lavekkia03-05-06, 06:49 AM | On dicefreaks seeds are different: every spell of every manual is a seed that's used as is. |
| Karsus the Mad03-05-06, 06:59 AM | I was reffering to To Develop: 630000 gp, 113 days, 25200 xp; Seeds: Spell Matrix(DC 25); Factors: 1 std action casting time(DC + 20), matrix can hold spells up to 9th lvl(DC + 24), matrix hold 8 spells(DC + 28); Mitigating Factors: backlash 7d6(DC – 7), additional research time 100 days(DC – 20); not the seed :) |
| lavekkia03-05-06, 08:02 AM | Ah well :) no :P I have modified it to lower the DC ( in fact the original spell had an outrageous DC of 114) |
| lavekkia03-05-06, 01:59 PM | Stry Per Abjuration Spellcraft DC: 97 Components: V, XP Casting Time: 1 immediate action Range: 20 ft radius Target: 110 ft radius area Duration: 24 Hours Saving Throw: None Spell Resistance: Yes To Develop: 873000 gp, 18 days, 34920 xp; Seeds: ward(DC 14), ward(DC 14); Factors: 1 immediate action casting time(DC + 35), remove somatic component(DC + 2), change range to area(DC + 10), change area to 20 ft radius(DC + 2), grant dmg reduction(DC + 4), add 15 point of dmg reduction(DC + 30), ward against magic lvl 1 – 9(DC + 160), change spell to include area spells(ad hoc DC + 20), increase ward area 100 ft(DC + 40); Mitigating Factors: backlash 50d6(DC – 50), lose 4 con point *(DC – 80), burn 9500 xp(DC – 95), lose 3 turn undead attempt *(DC – 9); Klarius Kantrial developed this spell in service of Gond the Wonderbringer. This is the most advanced shield spell created: a golden invulnerable globe appears from nothing and protect everything in the area: every spell from lvl 1 to 9 is stopped, the spell can also block area spells if they would affect anything into the globe; the golden radiance is thick and soak whoever is into the globe. The magical radiance protect from physical threats: Everyone in the area gain DR 15/magic. Everyone can enter and exit from the globe at any time. The spell requires only the utterance of the mystical name of the Wonderbringer and can be one at any time (even out of turn). The enormous power to be wielded crush the caster: he lose 4 Con points, 3 undead attempts, 9500 xp and receive a magical backlash of 50d6. XP Costs: 9500 xp by lavekkia NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia03-06-06, 08:11 AM | Chever’s Shell Of Pure Force(Netherese) Evocation[force] Spellcraft DC: 256 Components: V, S, F, XP Casting Time: 10 hours 11 min Range: 75 ft Target: 1800 ft radius Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 2304000 gp, 247 days, 92160 xp; Seeds: Force **(DC 27); Factors: change target to area(DC + 10), change area to radius(DC + 2), increase radius to 1800 ft(DC + 360), make airtight (DC + 10), make permanent(DC x 5); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 20000 xp(DC – 200), additional research time 200 days *(DC – 40), lose spellcasting ability 25 days *(DC – 250), lose 10 prepared slots *(DC – 100), burn one 8th lvl slot *(DC – 75), lose 2 str points *(DC – 40), burn 8 skill point *(knowledge(arcana))(DC – 24), require focus(mythallar)(DC x 1/5); This little known spell was used three times during the beginning of the Golden Age of Netheril Empire to create a colony at the bottom of the Sea Of Fallen Stars. The original spell conjured a huge dome of glasssteel and trough the power of a Mythallar rendered it indestructible. This replica emulates the effect by conjuring an enormous dome of pure magical force (like the Wall Of Force spell) and using the awesome power of a mythallar to make it permanent. The dome has a radius of 1800 ft and must be placed at the bottom of the sea with a mythallar in the centre, while completely invisible the shell acquire a slightly golden hue after the mythallar begin to power it. The shell becomes then airtight and impassable trough normal means. The shield works exactly like a wall of force in respect to game rules. XP Costs: 20000 xp Focus: Mythallar by lavekkia NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| Karsus the Mad03-06-06, 08:29 AM | Ah, I completely forgot about those undersea Netherese colonies! Nice one btw. I'll be adapting that for an NPC of mine, with your permission of course;) |
| lavekkia03-06-06, 11:10 AM | Ah, I completely forgot about those undersea Netherese colonies! Nice one btw. I'll be adapting that for an NPC of mine, with your permission of course;) Of course :D BTW the first version (that i discarded) worked exactly like the original version: conjured a dome of glasssteel (or crystal if you prefer) but it had a DC of 25000, and the crystal was 1 inch thick (so it would never had a chance to resist to water pressure) |
| lavekkia03-06-06, 01:59 PM | Oberon’s Infallible Helmsman(Netherese) Conjuration(creation, healing) Spellcraft DC: 62 Components: V, S, M, F Casting Time: 10 hour 11 min Range: touch Target: 1 iron golem Duration: Instantaneous Saving Throw: None Spell Resistance: no To Develop: 558000 gp, 12 days, 23320 xp; Seeds: Fortify(DC 27), life(DC 27), animate(DC 25); Factors: imbue with knowledge(geography)(+ 25 on knowledge(geography) check)(ad hoc DC + 75), imbue with knowledge(wildspace)(+ 25 on knowledge(wildspace) check)(ad hoc DC + 75), imbue with skill(Pilot)(+ 40 on Pilot check)(ad hoc DC + 120); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), use focus(DC x 1/5); Realizing his spelljamming enclave Oberon faced an obstacle: the limit of 100 ton in the ship mass. Apparently the strain imposed on the caster was far too great to be sustainable. So he developed a shortcut: a living construct capable of piloting without tiring and become mad. The spell infuse an iron golem (used as a focus) with artificial life and gives him knowledge and skill. The golem lose its breath weapon and the ability to use its legs: they are melted by magic (together with all the lower half of the body) and transformed in a strange clockwork device that the golem use to perform the most complex mathematical calculations. The caster (and whoever he choose to allow) may issue commands to the helmsman, the helmsman then calculate the best course and try to move the ship/enclave to which it’s attached; if the helmsman it’s not already attached to a suitable spelljamming ship it remains inert, its clockwork device whirring and grinding but otherwise doing nothing. If the destination is not known (failed knowledge() check) or the move fails (failed Pilot check) the device ring with an alarming chime. The awakened golem retains all its abilities and gain Int score and Con score(roll normally). The awakened golem also gains a +25 competence bonus on knowledge(space), + 25 competence bonus on knowledge(geography) skill and +40 competence bonus on Pilot*** skill. Note: The helmsman cannot take 10 nor 20 on checks Focus: iron golem Material Component: geonomicon(20000 gp), geography, mathematics and astronomic books for 80000 gp by lavekkia Oberon’s Spelljamming Enclave(Netherese) Evocation Spellcraft DC: 86 Components: V, S, F Casting Time: 10 hours 20 min Range: 30 ft Target: 1 flying enclave(4500 ft radius) Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 774000 gp, 16 days, 30960 xp; Seeds: mythal (DC 25); Factors: increase area to 4500 ft radius(DC + 180), link Infallible Helmsman with Mythallar(ad hoc DC + 30), helmsman is not a spellcaster(ad hoc DC + 40), link Spheresail to Mythallar( ad hoc DC + 60), merge Spheresail with other mythals(ad hoc DC + 150), add prevalent spell(protection from arrows 20th lvl)(DC + 3), add prevalent spell(shield)(DC + 4), add prevalent spell(protection from fire)(DC + 5), add prevalent spell(protection from acid)(DC + 5), add prevalent spell(protection from cold)(DC + 5), add prevalent spell(protection from electricity)(DC + 5), add prevalent spell(protection from acid)(DC + 5), add prevalent spell(protection from sound)(DC + 5), add prevalent spell(protection from force)(DC + 5), add prevalent spell(greater globe of invulnerability)(DC + 96), add vanguard spell(magic missile at will)(DC + 10), add vanguard spell(meteor swarm 3/day/ keyed to attuned spellcasters)(DC + 18); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), capstone(DC – 20), use focus component (DC x 1 / 5); Oberon in his great interest for spelljamming races researched this spell planning to fly with his enclave in space. He never completed the spell but his work miraculously has not been destroyed in the fall of the enclave and research has been completed. The ritual transform the enclave in a spelljamming vessel propelled by the Mythallar power and continuously driven by the Helmsman. The caster and whoever he allows can issue commands to helmsman to set a new course, stop the ship, increase the speed or decrease it. The spell wards the entire enclave with a protecting shield and enables some attack spells as vanguard. Focus: Infallible Helmsman, spelljamming ship enchanted with Valdick’s Spheresail, Mythallar by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 NOTE : the skill marked with *** is detailed in Spelljammer Shadow Of The Spider Moon NOTE : The command word for meteor swarm is "Photon Torpedos Fire!", the command word for magic missile is "All Phaser fire at will ! " :D :D :D NOTE : The Infallible Helmsman name is Hikaru Sulu or Data :D :D :D :D |
| lavekkia03-06-06, 03:23 PM | The High Revival(elven high magic) Evocation[fire,cold,electricity] Spellcraft DC: 27 Components: V, S, XP, Ritual Casting Time: 10 min ( + 10 min to build up) Range: 0 Target: 10 miles radius + 2 miles/lvl Duration: 20 hours Saving Throw: Reflex half Spell Resistance: Yes To Develop: 243000 gp, 5 days, 9720 xp; Seeds: energy(weather)(DC 25), shadow(DC 23), shadow(DC 23); Factors: increase radius 10 miles(DC + 8), make area lvl dependent(DC+ 25), replicate divine spell(DC + 10), replicate 3rd lvl spell(remove disease)(DC + 10), replicate 4th lvl spell(remove curse)(DC + 15); Mitigating Factors: Ritual (3 spellcaster epic lvl)(DC – 57), increase casting time 10 min(DC – 10), burn 3500 xp ; This circular ritual of three High Mages is one of the most common High Magic rituals performed in Cormanthyr or any of the elven realms. In game effects, this acts as a mixture of major magics in an expanded area: weather summoning, remove curse, cure disease, and so on. The magic affects only trees and animals, the forest ecosystems, and the life and health of the surroundings, not elves or other sylvan creatures within that area. Granting their effects to creatures in High Magic requires the Daoin’Teague’Feer ritual. XP Costs: 3500 xp by lavekkia |
| DyneSolweaver03-09-06, 01:34 AM | Final Strike [Hadoken] Transmutation Spellcraft DC: 100 Components: None Casting Time: 1 standard action or 1 round Range: 1500ft or Touch Effect: Destructive Ray or Touch and 100’ Burst (see Text) Duration: Instantaneous Saving Throw: None; Fort Half (see Text) Spell Resistance: Yes (see Text) To Develop: 900,000gp; 18 days; 36,000 XP. Primary Effect: Seed Destroy (25d6Damage) (39 DC) Factors: No Somatic or Verbal Components (+4 DC), Increase Die Type (+10 DC), 1action Casting Time (+20 DC), Change Target to Ray (+4 DC), Choice of Ray or Touch (Ad Hoc +2 DC), Increase Range x5 (+10), Overcome Immunity to Magic & Transmutation (Ad Hoc +10). Secondary Effect: Seed Destroy (25d6Damage) (DC39) Factors: Increase Die Type (+10DC), Target to Area (Burst) (+10 DC), Increase Area x5 (+20DC), Optional Ritual (+2 DC). Mitigating Factors: Second Epic Slot of F.S. (Ad Hoc -20 DC), 40d6 Backlash (-40 DC), Burn 2,000XP (-20 DC). This spell is true to its name as it deals a final stroke of destructive power to destroy ones foes. Final Strike has two ways of being cast, a primary and a secondary. The primary way releases a narrow destructive ray that deals 25d8 damage (no save) on a successful range touch attack, or it can be delivered as a melee touch attack. Missing with the melee touch attack doesn’t discharge the effect and allows retries on subsequent rounds as a standard action. Targets that are immune to magic or any transmutation effects are instead treated as having SR 10+HD vs. this effect. If the target already has SR, use the highest one. In order to cast the secondary effect a second Final Strike Spell must be prepared and unused. By combing the two Final Strike spells into one massive spell a greater effect occurs, this changes the casting time to 1 round and allows the use of up to two support casters. The ‘Dual’ Final Strike spell releases the same destructive ray dealing 25d8 damage (no save) on a successful range touch attack (no melee attack is allowed in this version); however, a second effect in the form of destructive explosion occurs dealing an additional 25d8 damage (Fort Half) in a 100’ burst centered on the target, if the target is missed the secondary burst still occurs. Using the secondary effect is dangerous and carries heavy penalties. Casting the ‘Dual’ Final Strike has a 2,000 XP cost and a 40d6 backlash making this possibly the casters final strike. The two for mentioned secondary casters can relieve some of the backlash the primary caster takes by each spending a single unused spell slot of 1st to 9th level, lowering the backlash 2d6 per level of spell used(Max -36d6). These spellcasters must be adjacent to the primary caster during the 1 round casting time of the spell and must use a standard action on their turn to add their spell to the ‘Dual’ Final Strike spell; however, the primary caster still burns 2,000XP. If any target or targets are reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Any nonliving matter in the burst is also affected; this spell may only destroy part of any very large object or structure. This means a burst at ground level usually leaves a 100’ deep crater in the shape of a half sphere. The Final Strike spell affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Non-epic spells protecting the target that would inhibit the Final Strike spell (such as ray deflection or wall spells, but not AC bonuses, concealment, or non-magical cover) are destroyed and the target is still subject to the Final Strike spell. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell. The Character to build and cast this spell was Dyne Solweaver. TN Necroploitan(Gray Elf) Wiz9/Magus10/Arch5 See Magus PrC here: Magus (http://boards1.wizards.com/showthread.php?t=600202) |
| Karsus the Mad03-09-06, 06:51 AM | I like this spell, a lot. It's duality is a very interesting concept :) I especially like the variant options you've built into the spell. |
| DyneSolweaver03-09-06, 09:55 PM | Thx a lot. Its my baby. I take great pride in my new spells epic or not. |
| lavekkia03-12-06, 09:56 AM | Ride The Lightning Transmutation Spellcraft DC: 55 Components: V Casting Time: 1 std action Range: personal Target: self Duration: Permanent(D) Saving Throw: Fort Negates Spell Resistance: Yes To Develop: 495000 gp, 210 days, 19800 xp; Seeds: Transform(DC 21); Factors: remove somatic component(DC + 2), 1 std action casting time(DC + 20), dismissible(DC + 2), scale HD with casting lvl *(DC +25), change type to living spell(DC+ 8), any size(DC + 24), acquire 2 Ex abilities(DC + 20); Mitigating Factors: change range to personal(DC – 2), backlash 25d6(DC – 25), lose 10 prepared slots *(DC – 50), additional research time 200 days *(DC – 40); This spell was developed by the renegade elf wizard Alexander Andreas D’Laventur as a quick and indeed spectacular way of travel. The caster instantly become a living chain lightning of colossal size; the caster retains int, cha and wis scores, memories, alignment and abilities but loses any other ability (including spellcasting/manifesting) for the duration of the spell. The caster gains all the abilities of a living lightning bolt (spell effect and engulf); lose all his attack forms but gains slam attack (which deals dmg accordingly to size plus spell effect). For all other details about living spell template see Monster Manual 3. by lavekkia NOTE : the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 |
| lavekkia03-15-06, 08:22 AM | I have modified Proctiv Move Mountain: now it uses 2 applications of gravity seed; and i'm very satisfied with it :) |
| lavekkia03-16-06, 08:13 AM | The Flames Of The Phoenix(elven high magic) Evocation[fire, electricity] Spellcraft DC: 57 Components: V, S, XP, Ritual Casting Time: 11 min (+ 10 min for the spell to take strength) Range: 0 ft Area: 4 mile radius Duration: 20 hours Saving Throw: reflex none Spell Resistance: yes To Develop: 513000 gp, 11 days, 20520 xp; Seeds: energy(weather)(DC 25), energy(fire)(DC 19), destroy(DC 29); Factors: increase area to 4 miles(DC + 4), change rain to fire drops(ad hoc DC + 12), increase dmg per round(ad hoc DC + 60); Mitigating Factors: increase casting time 10 min(DC – 20), ritual (3 spellcaster epic lvl)(DC – 57), burn 1500 xp(DC – 15); This was a lost ritual used in the Crown Wars many thousands of years ago to raze the enemy armies. Once completed the ritual combines the effects of a rapid drought on a large scale, the disintegration of soil and fertile land and a rain of fire. Lakes can be turned to dust and the very air is set on fire. The vegetation in the area blackens and wither, then is turned to dust. Everyone caught in the area suffer 6 hp of fire damage every round(Reflex negates must repeat every round); shelter or cover negates the damage unless the cover is made of flammable material: in that case it will set on fire after 1 – 10 min depending of size. XP Costs: 1500 xp by lavekkia This is one of the lost high magic ritual mentioned on Cormanthyr: Empire Of Elves. |
| lavekkia03-20-06, 05:28 PM | This power is evil, very evil :evillaugh If someone will find the source of this spell (the name should ring a bell, be warned tough that it's not so straightfoward :D ) will become my hero :D :D :D U.D.O. Psychometabolism Psicraft DC: 77 Display: Au, Ma, Vi Manifesting Time: 1 swift action Range: 30 ft Target: 4 willing creatures Duration: 20 min Saving Throw: None Power Resistance: No To Develop: 693000 gp, 14 days, 27720 xp; Seeds: Fusion **(DC 29), transform(DC 21); Factors: 1 swift action casting time(DC + 28), change to target(DC + 4), add 2 extra targets(DC + 20), fuse 4 creatures(including manifester)(DC + 30), grant spell weaving Ex ability 4 times(DC + 40), grant all around vision(DC + 10), allow shared body control(ad hoc DC + 10); Mitigating Factors: backlash 30d6(DC – 30), burn 5500 xp(DC – 55), lose manifesting ability 3 day *(DC – 30); This epic power was developed by Jean Silverfire, half – brother of Alexander, in the quest for the destruction of their greatest foe: Endyrye. When the power activates a beacon of shining light engulf the 4 creatures then retracts: the manifester now has four faces sprouting from the chest and the shoulders. Every face is complete of nose, eyes and mouth and a part of ears; can see, smell, ear an talk. Is sentient and is one of the merged creatures. The power fuse together 4 beings in one unique being of great power, the new being has access to all feats and skills of all the characters (all skill ranks stack), know all the spell and powers known by every caster and manifester and sums the number of spell slot (if applicable). The new creature has also all the Su, Ex, spell-like and psi-like abilities of every fused being. The four faces grant All-Around vision. The power allows also a partial shared body control: the creature can manifest 24 levels of spells and powers in the same round (for example 2 9th lvl spells and 1 8th lvl power). Note that this ability could be not fully used depending on feats: the caster is still limited to 1 spell with somatic component per hand, must use divine focuses and material components when required (which both need a free hand each) and one spell with verbal component per mouth. The control of the body goes to a creature of manifester choice; the creature can yield the total control to another or allow another of the fused bodies to “take” a limb (usually an arm, for spellcasting purposes). XP Costs: 5500 xp by lavekkia NOTE: factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 |
| Rohano03-20-06, 09:57 PM | Wow. One of the most ad hoc'd spells I have ever seen. Sounds interesting. |
| lavekkia03-21-06, 06:58 AM | Wow. One of the most ad hoc'd spells I have ever seen. Sounds interesting. It has been necessary to defeat a BBEG... and it has been difficult even in that way |
| Bliol03-21-06, 09:30 AM | I must be as dimwitted as I look, I posted the same spell twice... :) |
| lavekkia03-24-06, 01:23 PM | Another one from my campaign, but this is for the BBEG Heavy Metal Goddess Transmutation Spellcraft DC: 53 Components: V, S, XP Casting Time: 10 hours, 11 min Range: personal Target: self Duration: instantaneous Saving Throw: Will negates(harmless) Spell Resistance: Yes(harmless) To Develop: 477000 gp, 435 days, 19080 xp; Seeds: transform(DC 21); Factors: transform into construct(DC + 10), change type to living construct(DC + 5), material has hardness 20(DC + 10), grant all the Su and Ex abilities(DC + 30), make instantaneous(DC x 10); Mitigating Factors: change to personal(DC – 2), increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), additional research time *(425 days)(DC - 85), lose spellcasting ability 18 days *(DC – 180), lose 10 cha point *(DC – 200), burn 20000 xp(DC – 200); Endyrye, archmage of old Cormyr, was mad for love of Alexander. Refused, the woman wasted away all her life searching a way to stop the ravages of time. Not wanting to resort to lichdom and unable to succeed in researching the ancient spell of Iolaum she was succumbing to madness when she found scraps of an ancient Imaskari ritual that “created the unfailing body which could resist the passing of centuries”. She rushed headlong in the creation of the ritual and eventually cast it on herself. The ancient spell transform the caster into a warforged; a living construct. The receiver acquire all the warforged traits but retains her own wis, int, cha, xp and memories. Str, dex and con are rolled again. Penalties to scores apply. XP Costs: 20000 xp by lavekkia |
| Rohano03-24-06, 07:42 PM | Those mitigating factors are crippling. -10 charisma? -2 levels? -1 level 9 slot permanently? Eeeeee-freaking-gad. Heck no. I'd rather mitigate some other way. |
| lavekkia03-24-06, 10:11 PM | indeed but it's a spell cast one time and cha was not important for her (she ended up with a cha score of 4 ) the -2 lvl can be substituted with lose spellcasting ability 4 days Anyway that s your choice: my npc choose to sacrifice cha ability and a 9 lvl slot but noone keep you to use other mitigating factors |
| lavekkia03-25-06, 09:39 AM | Telamont’s Shroud Of Darkness(Shadovar) Evocation[darkness] Spellcraft DC: 189 Components: V, S, F, XP Casting Time: 10 hours 11 min Range: touch(mythallar) Target: 4500 ft radius around the city Duration: Permanent (1300 years) Saving Throw: None Spell Resistance: No To Develop: 1701000 gp, 235 days, 68040 xp; Seeds: darkness **(DC 19), conceal(DC 17); Factors: increase area to 4500 ft radius(DC + 300), conceal against divination(DC + 6), increase DC for scrying (+30 on lvl check)(DC + 60), make permanent(DC x 5), increase ward lifespan 1300 years(DC + 26); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), concealment fails at dusk and down(ad hoc DC – 10), require shadow weave feat *(DC – 12), burn 20000 xp(DC – 200), lose spellcasting ability 20 days *(DC – 200), burn 3 con point *(DC – 60), additional research time 200 day *(DC – 40), corruptible(DC x ¾), anchored(DC x ¾), arcane focus(mythallar)(DC x 1/5); This “simple” spell is one of the best wards of the flying enclave of Shade. It cloaks the entire city in a dark cloud that make the enclave difficult to spot in daylight (total concealment) and almost impossible to reach by means of flying spells. The dark cloud lose its efficiency only at dawn and dusk (for a total of 2 hours a day). Another protection offered by the dark and murky cloud is a powerful concealment against divination magic (+30 on caster lvl to overcome the scrying ward). XP Costs: 20000 xp Arcane Focus: Mythallar by lavekkia |
| SpiderEater03-26-06, 07:10 PM | The Epic evoker Irulan (fl. 580's CY; disappeared ca. 620 CY) developed a series of spectacular epic spells using fire, and named them, somewhat immodestly, after herself. Rumor speaks of a vast archive of granite slabs inscribed with her spells, hidden somewhere on the Astral Plane or beneath the ruins of a dead civilization. Some of these spells are given here. Note: these spells are especially useful when cast while holding a Rod of Excellent Magic, and were designed with that in mind. Irulan’s Fiery Serpent Evocation Spellcraft DC: 44 Components: V, S, XP Casting Time: 1 action Range: 300' Area: bolt 5' wide which transforms into a serpent-like manifestation Duration: 1 round/caster level (d) Saving Throw: Reflex negates Spell Resistance: Yes Development: 396,000 gp, 8 days, 15,840 XP Seed: energy (fire) (+19 DC) Factors: crushing damage (ad hoc +23 DC), dismissible (+2 DC), 1 action (+20 DC) Mitigators: burn 2000 XP (-20 DC) A huge bolt of fire leaps from your finger toward the target, taking the form of a fiery serpent. The target may evade the serpent by making a successful Reflex save. If the target fails the saving throw, the fiery serpent wraps itself around the target and inflicts 5d6 points of fire damage and 5d6 points of constriction damage per round until dismissed or until the spell ends. Irulan’s Flaming Crucifixion Evocation Spellcraft DC: 92 Components: V, S, XP Casting Time: 1 action Range: 300' Area: -- Duration: 10 minutes/level (d) Saving Throw: Will negates Spell Resistance: Yes Development: 828,000 gp, 17 days, 33,120 XP Seed: energy (fire) (+19 DC), transport (+27 DC), conjure (+21 DC) Factors: unwilling target (+4 DC), increase range from touch to ranged touch (300') (+4 DC), 1-action casting time (+20 DC), duration 10 min/level (ad hoc +17 DC) Mitigators: burn 2000 XP (-20 DC) You point at the target creature and make a ranged touch attack. The target is allowed a Will saving throw. If the saving throw is failed, the target creature vanishes, only to immediately appear 100' above its previous location (or up to 100' above its previous location if blocked by a ceiling or other obstruction), bound and nailed to a flaming wooden cross. The target creature suffers 5d6 points of fire damage per round. Initially and after every 10 rounds the target creature must also make a Fortitude save or take 1 point of Constitution damage as well. Irulan’s Hellfire Imprisonment Evocation Spellcraft DC: 46 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: 1 round/caster level (d) Saving Throw: Reflex partial Spell Resistance: No Development: 414,000 gp, 9 days, 16.560 XP Seed: energy (fire) (+19 DC) Factors: force barrier (ad hoc +21 DC), dismissible (+2 DC), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) You create a globe of force (40' radius) centered on some point. No matter can cross the wall of the globe, including air. Simultaneously, a fireball ignites for 10d6 points of fire damage (reflex save for half damage). This fireball, however, not only damages creatures inside the globe, but also consumes all oxygen within the globe. On the next and subsequent rounds, suffocation damage is inflicted. The globe of force created by the spell is dismissible by the caster. Irulan’s Nova Evocation Spellcraft DC: 48 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes Development: 432,000 gp, 9 days, 17,280 XP Seed: energy (fire) (+19 DC) Factors: multiple bolts (ad hoc +25), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) Jets of flame erupt from a point you select and strike nearby creatures. The number of jets of flame can be set by the caster up to the caster’s level. Multiple jets of flame can strike the same creature as long as all creatures within the area of spell effect are struck by at least one jet and the highest number of jets per creature exceeds the lowest number by at most 1. Each jet inflicts 10d6 points of fire damage (Reflex save for half damage). Irulan’s Supernova Evocation Spellcraft DC: 67 Components: V, S, XP Casting Time: 1 action Range: 300' Area: 40' radius sphere Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: Yes Development: 603,000 gp, 13 days, 24,120 XP Seed: energy (fire) (+19 DC), energy (sonic) (+19 DC) Factors: multiple bolts (ad hoc +25), 1 action (+20 DC), increase area 100% (+4 DC) Mitigators: burn 2000 XP (-20 DC) Jets of thundering flame erupt from a point you select and strike nearby creatures. The number of jets of flame can be set by the caster up to the caster’s level. Multiple jets of flame can strike the same creature as long as all creatures within the area of spell effect are struck by at least one jet and the highest number of jets per creature exceeds the lowest number by at most 1. Each jet inflicts 10d6 points of fire damage (Reflex save for half damage) and 10d6 points of sonic damage (Reflex save for half damage). By: SpiderEater |
| SpiderEater03-30-06, 02:04 PM | These are additional Epic spells that have been developed for another campaign of mine: Weasel’s Feast Conjuration, Transmutation Spellcraft DC: 89 Components: V, S, XP Casting Time: 1 action Range: 300 feet Target: area within 40 ft. hemisphere Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes Development: 801,000 gp, 17 days, 32,040 XP Seeds: transform (DC 21), summon (DC 14) Factors: target area 20 ft hemisphere (+10 DC), increase area 100% (+4 DC), 1-action casting (+20 DC), summon ten CR 4 creatures (celestial dire weasels, 9 HD)(10 x +4 DC) Mitigators: burn 2000 XP (-20 DC) You turn all medium-size or smaller creatures in the area into rats (standard Monster Manual stats), and immediately summon ten advanced celestial dire weasels to attack them. Celestial Dire Weasel (advanced) Type: Large magical beast Hit Dice: 9d8+18 Initiative: +3 (dex) Speed: 40' (8 sq) AC: 16 (+3 dex, -1 size, +4 natural), touch 12, flat-footed 12 Base Attack/Grapple: +9/+17 Attack: bite +17 melee (2d6+7, 19-20/x2) Full Attack: bite +17 melee (2d6+7, 19-20/x2) Space/Reach: 10'/5' Special Attacks: Attach, blood drain, smite evil 1/day (+9 damage vs evil foe) Special Qualities: low-light vision, scent, darkvision, DR 5/magic, resistance to acid, cold, electricity 10, SR 14 Saves: Fort +8 Ref +9 Will +4 Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 11 Skills: Hide +9, Listen +5, Move Silently +9, Spot +5 Feats: Alertness, Stealthy, Weapon Finesse (bite), Improved Natural Attack (bite), Improved Critical (bite) CR: 6 Volcano (ritual) Conjuration, Evocation Spellcraft DC: 89 Components: V, S, ritual, XP Casting Time: 1 minute Range: 300 feet Duration: Permanent Saving Throw: See below Spell Resistance: None Development: 801,000 gp, 17 days, 32,040 XP Seeds: conjure (DC 21), energy (fire) (DC 19) Factors: change area to 10’ radius, 30’ high cylinder (+2 DC), change radius to 200’ (+80 DC), change height to 500’ (+63 DC), lava flow damage 10 turns, 10d6 per round (ad hoc +10 DC), permanent (x5) Mitigators: four additional casters contributing epic slots (-76 DC), ten additional casters contributing 9th level slots (-170 DC), each caster burns 3600 XP (-540 DC) You and your assistants raise a volcano from the ground at a point of your choice within range. Upon completion of the ritual, a crevice opens in the ground and molten lava erupts, doing 10d6 damage for the first ten rounds (Reflex save DC for half damage) to all creatures within 50’ of the crevice. The volcano rises at a rate of 20’ per round and its base radius expands at a rate of 30’ per round. After twenty rounds a lava flow continues from the crater of the volcano in a direction previously selected by the caster until ten turns (1 hr) have elapsed from completion of the ritual, doing 10d6 damage per round to all creatures coming into contact with it and setting fire to all flammable items it touches. The lava flows at a speed of 30’ per round. The initial crevice grows in size at a rate of 10’ per turn until it reaches a maximum crater diameter of 100’. Any structure within 25’ of the initial crevice will be completely engulfed by the growing crater and/or buried by the erupting lava within two rounds. Defenses against lava will protect a structure from lava damage, but will not prevent the structure from being buried by the growing mass of the volcano. Volcano can also be cast on an existing volcano (either naturally-occurring or one produced by previous casting of the spell). Unpredictability Illusion Spellcraft DC: 79 (personal)/84 (creature(s) touched) Components: V, S, XP Casting Time: 10 days, 11 minutes (personal)/30 days, 11 minutes (creature(s) touched) Range: Personal/creature touched Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes Development: 711,000 gp, 15 days, 28,440 XP (personal); 756,000 gp, 16 days, 30,240 XP (creature(s) touched) Seeds: conceal (DC 17) Factors: block divinations seeking information about subject (+6 DC), suppressible by target as free action, restorable likewise (+6 DC), permanent (x5) = +145 DC (personal)/block divinations seeking information about subject (+6 DC), suppressible by target as free action, restorable likewise (+6 DC), change personal to touch (+19 DC), two extra targets (+20 DC), permanent (x5) = +340 DC (creature touched) Mitigators: increase casting time by 10 minutes (-20 DC), increase casting time by 10 days (-20 DC), ineffective vs. divinations by greater gods ( ad hoc -6 DC), burn 2000 XP (-20 DC) = -66 (pers.)/ increase casting time by 10 minutes (-20 DC), increase casting time by 30 days (-60 DC), ten additional participants contributing 8th level spell slots (-150 DC) ineffective vs. divinations by greater gods ( ad hoc -6 DC), burn 2000 XP (-20 DC) = -256 (pers.) Your actions cannot be foreseen, because all divinations seeking information about you, including scrying, locate person and discern location, other than divinations by greater gods, are blocked by this spell. Magic items such as crystal balls, mirrors and the like are also useless to locate or observe you. You can suppress this protection as a free action, and can restore the protection likewise. Invincible Strike Divination Spellcraft DC: 45 (personal)/64 (creature(s) touched) Components: V, S, XP Casting Time: 10 days, 10 minutes Range: Personal/creature(s) touched Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes Development: 405,000 gp, 9 days, 16,200 XP (personal); 576,000 gp, 12 days, 23,040 XP (creature(s) touched) Seeds: foresee (DC 17) Factors: permanent (x5) = +85 DC (personal)/change personal to touch (+19 DC), two extra targets (+20 DC), permanent (x5) (creature(s) touched) = +280 DC Mitigators: increase casting time by 10 minutes (-20 DC), increase casting time by 10 days (-20 DC) = -40 DC (personal)/increase casting time by 10 minutes (-20 DC), increase casting time by 10 days (-20 DC), twelve additional participants contributing 7th level spell slots (-156 DC), burn 2000 XP (-20 DC) = -216 DC (creature(s) touched) The recipient or recipients of this spell receive a permanent +20 insight bonus to all attack rolls, and are not affected by the miss chance that applies to attacks against a concealed target |
| Iron Klaw Merc03-30-06, 02:36 PM | Just thought I'd post a couple of epic spell that one of my characters uses, it uses a mitigating factor that my DM and I came up with, so I include a discription of the mitigating factor. Please let me know what you think :). Mitigating Factor: Caster uses additional spell slots to power epic spell, round down if you have a fraction on the final DC. Lvl of Spell Slot Spellcraft DC Reduction 1st -1 2nd -1.5 3rd -2 4th -2.5 5th -3 6th -6 7th -7 8th -8 9th -9 Epic -10 Aura of Corrosion Evocation (Acid) Spellcraft DC: 40 Components: V, S Casting Time: 1 Full Round Range: Creature or object touched Area: 30ft. Radius Emanation Duration: 20 Hours Saving Throw: Reflex ½ Spell Resistance: Yes To Develop: 360,000gp; 8 Days; 14,400XP Seeds: Energy DC 19 Factor: Increase Damage to 5d6 (+6 DC), Reduce Casting Time to 1 Full Round (+18 DC), Increase Area to 30ft Radius (+8 DC) Mitigating Factors: Caster uses additional spell slots to power epic spell: two 4th level (-5 DC); one 6th Level (-6 DC) A powerful spell to use any time, but even better to use when confronting large numbers of trolls as they are not able to heal acid damage, although you must be careful about the location of any allies. This spell creates an aura that is 30ft. Radius, around a creature or object, that deals 5d6 acid damage reflex save for 1/2 damage, to anything that enters the area. Lay Them Low Necromancy (Death) Spellcraft DC: 43 Components: V, S Casting Time: 1 Full Round Range: 300ft. Target: One Living Creature Duration: 24 Hours I Think Saving Throw: Fortitude ½ Spell Resistance: Yes To Develop: 387,000gp; 8 Days; 15,480XP Seeds: Slay DC 25 Factor: Bestows 8d4 Negative Levels (+24 DC), Reduce Casting Time to 1 Full Round (+18 DC), Mitigating Factors: Caster uses additional spell slots to power epic spell: one 3rd level (-2 DC); two 5th level (-6 DC), two 8th level (-16 DC) This Powerful spell is perfect for weakening the opposition and in fact that is what it is designed to do, by bestowing upon the target 8d4 negative levels or half that on a successful fortitude save. The fact that if enough negative levels are bestowed that the target will die is just an added bonus. All in all, this spell is highly effective. Sonic Boom Evocation (Sonic) Spellcraft DC: 45 Components: V, S Casting Time: 1 action Range: 300ft. Area: 100ft. Radius Duration: Instantaneous Saving Throw: Reflex ½ Spell Resistance: Yes To Develop: 405,000gp; 9 Days; 16,200 XP Seeds: Energy (DC 19) Factor: Increase Damage to 15d6 (+10 DC), One action casting time (+20 DC), Change area to 20ft. Radius (+2 DC), Increase radius to 100ft. (+20), Mitigating Factors: Backlash 10d6 Damage (-10 DC), Burn 500 XP during casting (-5 DC), Caster uses additional spell slots to power epic spell: two 4th level (-5 DC); one 6th (-6 DC) Sonic Boom was designed to bring down armies and other large numbers of opponents. It was also made to use sonic energy due to the fact that not as many creatures have resistance or immunities to that form of attack. All within its radius suffer 15d6 sonic damage, half on a reflex save. |
| lavekkia03-30-06, 05:27 PM | changed mitigating factors in Heavy Metal Goddess |
| Bliol03-30-06, 06:26 PM | @Iron Klaw Well, the spells them self are relatively simple and straight forward (guessing your char's level wouldnt allow them to be more complex) so no actuall comments on those. As for the mitigating factor, I don't really like it since it allows overpowering to a disturbing level. |
| Gemstone03-30-06, 11:39 PM | I made something similiar that I called Burn Spellslot that allowed a caster to burn spellslots when not using a ritual. It was instead of letting other casters use their spellslots in a ritual. It worked fine |
| Iron Klaw Merc03-31-06, 04:09 AM | Well, the spells them self are relatively simple and straight forward (guessing your char's level wouldnt allow them to be more complex) so no actuall comments on those. As for the mitigating factor, I don't really like it since it allows overpowering to a disturbing level. Yeah, my wizard character is level 23 now, and the DM cuts experience we get by 1/3, we also get less gold for encounters (I think), but I think its lots of fun :), it just means we are less care free with are wealth. It is possible to get carried away with the mitigating factor, but we try to keep it balanced, and of course the DM would just say no, if he thought it was unreasonable. |
| Bliol03-31-06, 12:21 PM | @ Gemstone, Doesn't Burn Spellslot burn the spellslot permanently? At least according to the mitigator in the Epic Spell Creativity thread. @ Iron Klaw It is a good mitigator (as much as I dont like this type of homebrewn mits) as long as you keep it in line, but it isn't really worked/thinked through. It can be easily modified as not to allow a -170 DC mitigator by expanding just your basic (4 per spell level) spells for the day plus an additional epic spell slot (-160 DC without the additional epic spell respectfully) |
| Iron Klaw Merc03-31-06, 12:54 PM | So the problem with it is that it could be used to get to large of a negative modifier to the over all DC, okay I could see that as a problem. I don't think my DM would mind just placing a max negitive modifier from using extra spell slots, would a maximum -50 DC modifier be reasonable, or maybe the max negative modifier should be no higher than the caster's level. Either of those should be able to prevent to much abuse of this mitigating factor, so do you think that would balance it out a little better? |
| Gemstone03-31-06, 01:08 PM | Doesn't Burn Spellslot burn the spellslot permanently? At least according to the mitigator in the Epic Spell Creativity thread. Actually, the original did not, but they renamed it for the epic spell creativity thread :D |
| Karsus the Mad03-31-06, 04:22 PM | Doesn't Burn Spellslot burn the spellslot permanently? At least according to the mitigator in the Epic Spell Creativity thread. Sacrificing a Spell Slot is temporary (just as if the spell was cast). Burning a Spell Slot is permanent, thus the higher reduction. They're two different mitigating factors. Actually, the original did not, but they renamed it for the epic spell creativity thread The one on the Epic Spell Creativity thread is merely my extension of the rules found in the ELH. I wasn't aware you also made one:) Archwizards apparently think alike ;) |
| Gemstone03-31-06, 06:42 PM | The one on the Epic Spell Creativity thread is merely my extension of the rules found in the ELH. I wasn't aware you also made one:) Archwizards apparently think alike ;) Aha, my bad then :) Altough I guess you didn't use my rule that you can only use it in a non ritual? |
| Karsus the Mad03-31-06, 07:27 PM | Aha, my bad then :) Altough I guess you didn't use my rule that you can only use it in a non ritual? To be honest I never took ritual or non-ritual into consideration :embarrass I've always allowed both circumstances regarding the uses of the Sacrifice Spell Slot rules, and it simply never crossed my mind that that's not the standard:) I do however stick to the "only one spell slot per participant" rule for rituals. For an individual I'm not too strict. If they're willing to sacrifice or burn multiple spell-slots, it's cool. They gain a short term benefit for a long term (in regards to burning) or at least a 24 hour long (for sacrificing) penalty. A lot can happen in 24 hours, especially for an epic caster facing epic enemies without spells ;) |
| Gemstone04-01-06, 04:22 AM | To be honest I never took ritual or non-ritual into consideration :embarrass I've always allowed both circumstances regarding the uses of the Sacrifice Spell Slot rules, and it simply never crossed my mind that that's not the standard:) I do however stick to the "only one spell slot per participant" rule for rituals. For an individual I'm not too strict. If they're willing to sacrifice or burn multiple spell-slots, it's cool. They gain a short term benefit for a long term (in regards to burning) or at least a 24 hour long (for sacrificing) penalty. A lot can happen in 24 hours, especially for an epic caster facing epic enemies without spells ;) Thought so :) I used the "Only outside of rituals" rule because I felt that rituals were to easy to mitigate already. Since most of my players wouldn't understand why they were attacked when they did a ritual... well, let's just say they don't see the world as a hostile place :D |
| Bliol04-01-06, 11:52 AM | @Iron Klaw I would go with some level/skill dependant method of determining the max. P.E. you can expand one spell slot of any level for each 4 skill points in spellcraft you posess (not attained from items or spells). You can also do the same with levels. As a different system, you could, as a maximum, expand one spell slot of each spell level upon casting the spell. As I don't like this kind of "one spell - 5 spell slots" systems (to ilogical for me), you could use this. Expand Spell slot per Seed*: You can turn the seeds you use in an epic spell into individual spells, therefore expanding one additional 6th, 7th, 8th or 9th level spell slot per each seed you add for a spellcraft DC reduction. seeds with a base DC of 25 and over use 9th level spell slots and grant a -9 Spellcraft DC seeds with a base DC of 20 and over but under 25 use 8th level spell slots and grant -8 Spellcraft DC seeds with a base DC of 15 and over but under 20 use 7th level spell slots and grant -7 Spellcraft DC seeds with a base DC of under 15 use 6th level spell slots and grant -6 Spellcraft DC *you have to keep the base seed untouched (for example, if you use summon, transform, fortify and armour and choose summon as the base seed {making the spell Conjuration (summoning)(creation)[force]} you can mitigate the 3 remaining seeds with this) |
| lavekkia04-07-06, 09:50 AM | Starfall Transmutation Spellcraft DC: 183 Components: V, S, Ritual Casting Time: 11 min Range: 15000 ft Target: 1 asteroid 1000 ft radius Duration: instantaneous Saving Throw: None Spell Resistance: No To Develop: 1647000 gp, 283 days, 65880 xp; Seeds: telekinesis **(DC 23), gravity **(DC 27), shadow(DC 23); Factors: replicate 9th lvl spell (meteor swarm)(DC + 40), change area to 20 ft radius(DC + 2), increase area 1500 ft(DC + 300), increase range 15000 ft(DC + 100), increase gravity pull(DC + 20), modify asteroid orbit(ad hoc DC + 80), increase speed of asteroid(DC + 80); Mitigating Factors: increase casting time 10 min(DC – 20), ritual(9 caster 8th lvl, 18 caster 5th lvl)(DC – 297), burn 8500 xp(DC – 85), additional research time *(250 days)(DC – 50), lose 3 str point *(DC – 60); This powerful and fearsome ritual threatened to destroy the lives of million people on the planet of Toril. The ritual must target an asteroid of at least 1000 ft radius; bigger and lesser ones are not suitable. After the casting of the ritual the caster must visualize a place which must be into the crystal Sphere where the asteroid is. The knowledge of the place determines the result of spell aside from the success in the casting. Consult the following table: Familiarity On Target Off Target Severe Off Target Spell Mishap Very familiar 01 – 60 61 – 90 91 – 96 97 – 100 Studied carefully 01 – 50 51 – 85 86 – 93 94 – 100 Seen casually 01 – 40 51 – 65 66 – 85 85 – 100 Viewed once 01 – 20 21 – 35 36 – 55 56 – 100 False Destination -- -- 01 – 30 31 – 100 The caster must roll 1d% then add her knowledge(arcana) (knowledge(psionics) if you create a psionic variant of this spell) bonus to the result then look in the table for the result. Very familiar means a place where the caster has been regularly for at least 6 months in her life and that she knows very well. Studied carefully means a place that the caster is seeing at the moment of casting (unlikely) or that has been studied by normal or magical means for at least a week (8 hours/day). Seen casually means a place that the caster has seen trough normal or magical means but that she doesn’t know well. Viewed once qualify a place viewed once in the caster life. False destination qualify a place that doesn’t exist (for example an illusory terrain) or a place that has changed radically (a burned out forest). Note that a place to qualify as a target for the spell must be a single feature of at least 5 miles diameter (a city or a forest or a little island). The caster must also know the surrounding geographical features and must be able to place the target on the Crystal Sphere (planet, hemisphere, continent, region, place name if any or name of nearby place). For example “I want to strike on the planet of Toril, the continent of Faerun, the region of Damara and the place is 2 miles west of Bloodstone Village”; the asteroid (if everything goes well) should strike the western defence wall of Bloodstone Pass. On Target: the asteroid strikes unerringly the designed place. Off Target: the asteroid strikes an area which is 1d% miles apart from the designed target in a random direction. Severely Off Target: the asteroid strikes an area which is 40d% miles apart from the designed target in a random direction Spell Mishap: the asteroid is utterly destroyed, the caster of the spell is then hurled HERSELF towards the area. Only the same spell cast on himself or at least 5 wish spells can stop her to become a meteor. Quantify the damage created by such spell is obviously pointless; for comparison a 15 feet radius asteroid would create a 1 mile crater, the damage inflicted by this asteroid should be raised accordingly. NOTE: the asteroid doesn’t reach immediately the planet: the travel duration from the deep spaces is up to the DM but should be at least 3d6 days. NOTE: the spell accelerates the asteroid in a straight line, repeated casting of the spell could be necessary to correct the course if the DM deems it necessary. XP Costs: 8500 xp by lavekkia |
| lavekkia04-07-06, 10:48 AM | As you can see the table is screwed out :mad: I was not able to format it so if any one can do it format it the right way and PM; he will become my hero :P |
| lavekkia04-08-06, 08:39 AM | The Flight Of The Stormcrow Transmutation Spellcraft DC: 48 Components: None Casting Time: 1 swift action Range: touch Target: 1 creature Duration: 20 min Saving Throw: Will negates(harmless) Spell Resistance: Yes(harmless) To Develop: 432000 gp, 9 days, 17280 xp; Seeds: Flight **(DC 19); Factors: remove somatic component(DC + 2), remove verbal component(DC + 2), 1 swift action casting time (DC + 28), increase flying class(perfect)(DC + 15), increase flying speed(350 ft round)(DC + 232); Mitigating Factors: backlash(30d6)(DC – 30), burn 40 prepared spells *(DC – 200), burn 2000 xp(DC – 20); This spell was developed as a mean of escape for the mad wizard Alexander Andreas D’Laventur, with a thought that carried power in itself the wizard disappear in the sky like a purple bolt. The creature affected by the spell gain the ability to fly at a speed of 350 ft/round(perfect). See the fly spell for the details about flying rules. XP Costs: 2000 xp NOTE: the factors and mitigating factors marked with * are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 NOTE : the seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 by la vekkia |
| Karsus the Mad04-08-06, 08:56 AM | As you can see the table is screwed out :mad: I was not able to format it so if any one can do it format it the right way and PM; he will become my hero :P Here you go:) I hope it works:) Familiarity On Target Off Target Severe Off Target Spell Mishap Very familiar 01 – 60 61 – 90 91 – 96 97 – 100 Studied carefully 01 – 50 51 – 85 86 – 93 94 – 100 Seen casually 01 – 40 51 – 65 66 – 85 85 – 100 Viewed once 01 – 20 21 – 35 36 – 55 56 – 100 False Destination -- -- 01 – 30 31 – 100 |
| lavekkia04-15-06, 02:19 PM | Sacraments Of The Seldarine Blessing(elven high magic) Universal(Unschooled) Spellcraft DC: 32 Components: V, S, XP, Ritual Casting Time: 10 hours 11 min Range: 75 ft Target: 1 – 4 elven items Duration: instantaneous Saving Throw: None Spell Resistance: No To Develop: 288000 gp, 126 days, 11520 xp; Seeds: replicate **(DC 23); Factors: replicate 9th lvl spell(wish/miracle)(DC + 40), make instantaneous(DC x 10); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), ritual(4 spellcaster epic lvl)(DC – 76), ritual(4 divine spellcaster 9th lvl)(DC – 68), spellcaster lose 15000 xp(DC – 150), each participant (high mage) lose 5000 xp(DC – 200), permanently burn 8 hp(DC – 40), additional research time 120 days *(DC – 24); This ritual creates many different items of magic for the elves, and the final results of the ritual depend both on what is brought into the ritual and which gods and priests are involved. The most common items produced by this ritual are swords, though anything from small gems to cloaks and scarves can be enchanted by this special mix of priestly magic and High Magic. The priests involved in this ritual invoke their gods. Attentions and patronage to the working, while the High Mages perform the ritual to bind the summoned power to the items. Sometimes, the gods themselves directly infuse powers into the items that are not invoked by the priests or High Mages, and these often become the relics of that god’s religion. Effectively, nearly any magical item seen as an exclusively elven item can be created through this ritual (as well as through standard channels), and its powers are tied to its form and the patron god. For example, the tel’kiira gems come from a ritual to Sehanine as the goddess of omens and mysticism, while the elfblades of Cormanthyr required a priest of each Seldarine god within the ritual to create the powerful artifacts that created the great elf empire. The types of items to enchant and resulting magical items are noted below along with potential patrons. Note that the more powerful an item, the lengthier the ritual and the more priests are involved, but there are never more than four High Mages in this ritual, keeping it among the most powerful of the Complement Rituals. • Arrows and bows blessed by Rillifane or Solonor; • Bracers (of archery, protection, etc.) blessed by Solonor or Corellon; • Boots (of elvenkind, of the north) blessed by Rillifane; • Cloaks (of elvenkind, of the manta ray) blessed by Rillifane or Deep Sashelas; • Gems (tel’kiira, selu’kiira, etc.) blessed by Labelas or Corellon; • Swords (dragon-slayers, moonblade, etc.) usually blessed by any (or all) of a quartet of gods: Corellon, Sehanine, Erevan, and Labelas. This ritual creates items with only one or two powers and a maximum of one combat effect (to attacks or damage) unless the ritual gains the attention of a god. The maximum number of items created in one ritual cannot exceed one quarter the weight of the involved High Magic casters (i.e., four 150-pound elves can enchant 15 10-pound long swords). XP Costs: 15000 xp, 5000 xp per additional high mage Arcane Material Components: Masterwork item to be enchanted (depending on ritual), moonblades need to be at least + 1 to receive magical power. NOTE: the factors and mitigating factors marked with * are home brew and can be found here : http://boards1.wizards.com/showthread.php?t=432709 the seeds marked with ** are homebrew and can be found here : http://boards1.wizards.com/showthread.php?t=590308 by lavekkia |
| lavekkia04-18-06, 08:58 AM | I have reworked the epic spell found in Power Of Faerun; now the DC calculation make sense Amaunator’s Eternal Sun Evocation[light] Spellcraft DC: 35 Components: V, S, XP, Ritual Casting Time: 11 min Range: 12000 ft Target: 1 sphere of light visible from 150 miles Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 315000 gp, 7 days, 12600 xp; Seeds: Light **(DC 19), energy(fire)(DC 19), delude(DC 14); Factors: increase range 12000 ft(DC + 40), increase light radius 92 ft(round up to 120 ft)(DC + 4), add thermal aspect(DC + 2), make permanent(DC x 5); Mitigating Factors: Increase casting time 10 min(DC – 20), ritual(12 spellcaster 5th lvl)(DC – 108), ritual(12 spellcaster 4th lvl)(DC – 84), ritual(34 spellcaster 1st lvl)(DC – 34), spellcaster lose 10 prepared slots *(DC – 50), require feat(initiate of Amaunator) *(DC – 12), require feat (heretic of faith(Risen sun)) *(DC – 12), lose spellcasting ability(6 days) *(DC – 60), burn 7500 xp(DC – 75); When this spell is cast, it creates a miniature sun more than 2 miles above the point of casting which hides the true sun from anyone able to see the false sun (anyone within 150 miles of the caster’s location at the time of casting). The sun’s apparent size( the same as the real sun, subtending about 0,5 degrees in the sky) stays the same regardless of a viewer’s distance from it. This has the effect of making it seem to be permanently as bright as high noon within the spell’s area( although the actual position of the false sun is gradually lower in the sky as a viewer moves away from the point of casting, eventually sinking below the horizon once the viewer is more than 150 miles away). The Eternal Sun replicates every effect of the real sun (including the ability to harm creatures sensible to sunlight and allowing plant life to grow). XP Costs: 7500 xp NOTE: factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| lavekkia04-19-06, 02:29 PM | Transition Life(Elan) Metacreativity Psicraft DC: 163 Display: Vi, XP, Ritual Manifesting Time: 20 days 10 hours 10 min Range: touch Target: 1 human Duration: instantaneous Saving Throw: Fort negates Power Resistance: Yes To Develop: 1467000 gp, 30 days, 58680 xp; Seeds: Transform(DC 21), Fortify(DC 17), life(DC 55); Factors: change range to touch(DC + 4), change type to aberration(DC + 8), grant elan Su abilities(DC + 30), naturally psionic ability(DC + 10), increase age 1000 years(DC + 2000); Mitigating Factors: increase manifesting time 10 min(DC – 20), increase manifesting time 10 hours *(DC – 20), increase manifesting time 20 days(DC – 40), ritual (7 manifester epic lvl)(DC – 133), manifester burn 15000 xp(DC – 150), each participant burn 10000 xp(DC – 700), manifester burn 90 PP *(DC – 45), each participant burn 60 PP *(DC – 210), manifester lose 3 con point *(DC – 60), works only on human(ad hoc DC – 30), remove darkvision ability(DC – 10), remove 1 extra feat ability(DC – 10), lower cha score – 2 (DC – 4), remove racial HD(DC – 10); This ancient psionic ritual channels the will of the Council into an epic power that creates a new being: the Elan. New created elans are new characters of 1st level. See Expanded Psionics Handbook for details about elan race. XP Costs: 15000 xp, 10000 xp per participant NOTE: the factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| Karsus the Mad04-24-06, 08:07 AM | Immortality Transmutation Spellcraft DC: 70 Components: V, S Casting Time: 100 days, 10 hours, 11 minutes Range: 300 feet Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes (harmless) To Develop: 630,000 gp, 13 days, 25,200 XP; Seeds: transform (DC 21); Factors: immunity 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 100 days (-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. by Karsus the Mad |
| lavekkia04-26-06, 10:50 AM | Sunrest’s Sunshock(Netherese) Evocation[fire] Spellcraft DC: 44 Components: V, XP, Backlash Casting Time: 1 std action Range: 1200 ft Target: Up to 12 spreads 40 ft radius; see text Duration: Instantaneous Saving Throw: Reflex half or none Spell Resistance: Yes To Develop: 396000 gp, 108 days, 15840 xp; Seeds: energy(fire)(DC 19), replicate **(DC 23); Factors: 1 std action casting time(DC + 20), remove somatic component(DC + 2), replicate 9th lvl arcane spell(meteor swarm)(DC + 40), add 8 meteors(ad – hoc DC + 16), increase impact dmg 6d6(DC + 8), increase fire dmg 20d6(DC + 20), maximize dmg(DC + 21); Mitigating Factors: backlash 20d6(DC – 20), burn 3500 xp(DC – 35), lose 10 prepared slots *(DC – 50), increase research time (100 days) *(DC – 20); The first version of this spell was developed in the ancient Netheril by the arcanist of Sunrest enclave. Unfortunately the spell worked far too well: the huge meteors impacted with the mythallar cracking it; the reflux of arcane energy detonated destroying the mythallar and half of the enclave, the rest of the enclave was destroyed when the Proctiv’s Move Mountain spell failed and the mountaintop plummeted to the ground. The sorcerer that discovered the details of the ancient spell wisely and cautiously worked very carefully on the spell before trying to cast it. After completing it she named this spell in memory of those who perished in this research many centuries ago. The epic spell is basically an empowered version of the Meteor Swarm spell: it creates 12 meteors of 2 feet diameter that strike from the caster square and hit the target (on a successful ranged touch attack) or explodes in the nearest square. Every meteor inflicts 36 hp of bludgeoning dmg and 120 hp of fire dmg on the creature hit with no save; every meteor explodes with a 40 ft spread inflicting 120 hp of fire dmg (reflex half) on every creature in the area. The caster can aim more than one meteor per target; every meteor is treated singularly for purpose of attack roll and reflex saves. A creature caught in the intersection of areas is affected more than once. XP Costs: 3500 xp NOTE: the factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: the epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=590308 by lavekkia |
| Chanmanm804-28-06, 10:36 AM | nvm |
| Karsus the Mad04-30-06, 07:51 PM | I think the number of days you put for the spell is wrong (to develop). The rules say 1 day per 50,000 gp, so 369,000 / 50,000 is 7.38. Thus 7 days to learn. Given the fact that I'm the person that developed additional days of research (beyond the regular research time determined by DC) to begin with, I don't see how it can be wrong ;) |
| lavekkia05-10-06, 02:47 PM | that's it :D another elven high magic ritual (from The Fall Of Myth Drannor) Naturally i'll repost the spell after the forum upgrade but i would like comments and suggestions in the meantime. I have some other EHM rituals as Work In Progress: Bound In Diamond Prison (the ritual that bound Calim And Memnon) The Banishing(From Cormanthyr) Together As One Against The Foes Of The People(lost ritual from Cormanthyr, name invented) If someone knows of any other ritual please point it out together with references Moryggan’s Mythaleash(elven high magic) Evocation/Conjuration Spellcraft DC: 30 Components: V, S, F Casting Time: 10 minutes Range: touch / 1 mile/lvl Target: see text Duration: 60 hours + 3 hours/lvl Saving Throw: None Spell Resistance: No To Develop: 270000 gp; 6 days, 10800 xp; Seeds: transport(DC 21), mythal(DC 25); Factors: transport non physical object(ad – hoc DC + 4), acquire all mythal components(ad – hoc DC + 50), scale duration by lvl(DC + 25), scale range by lvl(DC + 25); Mitigating Factors: arcane focus component(mythal)(DC x 1/5); When cast, Moryggan’s mythaleash allows the recipient to travel away from a mythal while stretching or pulling an isolated piece of the mythal along with her. In effect, the target is tethered to the mythal, and the spell allows the normally static mythal to stretch along a direct path from the mythal to the target. Full effects of the mythal can be accessed anywhere along the mythaleash area of effect as if it were the normal mythal. To cast the spell the caster must be within the mythal (this represent the “Focus”). The mythaleash creates a 30.-radius globe of the mythal centred on the target, though the mythaleash is better imagined as a 60.- diameter tunnel stretching in a direct line from the mythal to the target. The mythaleash and its effects are not impeded by physical barriers, and areas between the mythal and the target are subject to all standard strictures and benefits of being within the standard mythal. The maximum extension of a mythaleash is the caster’s experience level in miles from the outer edge of the mythal. If this distance is exceeded by even one foot, the spell breaks, and the mythaleash .snaps back. to be absorbed by the mythal. Even the healthiest of mythals can support only so many demands stretching it from all sides at once. Therefore, a mythal can handle a maximum of three mythaleashes linked to it at any given time. Any casters attempting to further link to a mythal and cast this spell waste their spell, as the mythal’s power limited sentience cancels the spell effects. Of course, this spell can work on damaged or corrupt mythals easily, but there is a 5% cumulative chance per mile that the mythaleash will become corrupt like the mythal. If this occurs, the mythaleash degenerates into a non permanent dead-magic zone all along its area of effect, though it anchors itself to the location, not the target. The target of the mythaleash cannot cast any spells or use any innate magic while the spell is active. She can use only mythal powers known to her (since the target is inside the mythal, technically) or personal magical items that do not change her physically. The mythaleash attaches both magically and physically, and any change to intangibility or any sudden shift in location (such as a teleport spell) snaps the connection and ends the spell. All others within the mythaleash area of effect can act, cast spells, and use mythal powers as they normally would within the mythal itself. Only the target of the mythaleash is restricted from using other spells, though she can used magical wands and staves provided they do not alter her form or location. Beyond this noted source, the mythaleash spell exists within only five other spellbooks and tomes throughout all known Realmspace. Of these, only two of them contain the full spell as noted above: The Arcanabulum Irrakà, believed long lost in the Moonwoods and unseen or noted since the Fall; and the fabled Sanded Scrolls of Jafalliya Xyam, a sheaf of copper-reinforced vellum sheets buried within the tomb of a long dead Coramshite pasha in the Marching Mountains. The other three recordings of this spell contain a reduced version of the spell at 9th level; the only difference in effect is the duration.3 rounds per caster level, rather than hours. These three tomes are all known to Elminster, as he speaks of them all: the human-recorded Book of the Bladesinger, missing after the death of its Hillsfarian creator. (.A woefully misleading and inaccurate text which elicits only laughter among elves, though its six rare elf spells make it worth seeking); The Covenantaalis, a massive gold-stitched and leather bound tome of spells exclusively of elf, half-elf, and drow origins. (.This masterwork of Ederan Nharimlur.s greatest apprentice contains more elven spell-lore than any other text outside of the libraries of lost Uvaeren, and the silver-sheeted tome has been missing since the ship that was to bring it to Evermeet sank with all hands more than 400 years ago.); and the Book of Banes, a tome on protective magic compiled by Undalthar the Protector, the great abjurer of Baldur’s Gate more than 100 years ago. (.While Undalthar was a boastful oaf and his presence often brought more danger than safety, his research and writings were sound, and this tome of nearly 20 protective spells makes it worth the hypocrisy of remembering that dolt as a hero.) Arcane Focus: 1 mythal by lavekkia |
| Platonix05-14-06, 11:51 AM | In the really early levels, stat-boosting spells like fox's cunning or bull's strength are a great blessing. By the time you reach epic, though, you can seriously forget them all, because everyone in the party is covered head to foot with magic items that boost just about everything. That is what inspired this spell. I welcome C&C because I'm pretty sure there could have been a better way to do this. Jander's Insistent Boon Transmutation Spellcraft DC: 53 Components: V,S Casting Time: standard action Range: Touch Target: creature touched Duration: 1 hour Saving throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 729000 gp; 15 days; 29,160 XP. Seeds: fortify (DC 17). Factors: Non-enhancement (raise base seed DC to 23), add circumstance, competence, insight, luck, morale, sacred (+36 DC), add enhancement (+2 DC), 1-action casting time (+20 DC), recipient can choose what to put the bonus to (ad hoc +10 DC). Mitigating factor: reduce duration by 95% (-38 DC, see Epic Spell Creativity thread). You grant the recipient a host of +1 bonuses of different types. The spell grants a +1 alchemical bonus, a +1 circumstance bonus, a +1 competence bonus, a +1 enhancement bonus, a +1 insight bonus, a +1 luck bonus, a +1 morale bonus and a +1 sacred bonus (evil spellcasters grant a +1 profane bonus instead, but they would not name this spell after its original crafter, the devoutly good Jander Dawnbringer.) The recipient chooses either attack, weapon damage, AC, saves, skill checks or ability checks, and these bonuses then apply to that one thing for the next hour. The ally of an epic spellcaster probably has a better than +1 enhancement bonus already, but rare indeed is the character that will not get at least +2 or +3 from this spell; this is the reason the spell was created. |
| Draegun Fury05-16-06, 02:31 AM | Hand of the Sun Evocation Spellcraft DC: 128 Components: V,S Casting Time: 100 days and 10 mins Range: 300 feet Area: A bolt 170,000,000,000ft. wide to 7,500,000,000,000ft. long Duration: Instantanious Saving throw: Reflex (half) (+55 to DC) Spell Resistance: Yes (+55 to overcome SR) To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds: Destroy (DC 29), Energy (DC 19). Factors: Increase Area to 170,000,000,000ft. by 7,500,000,000,000 (+140), Increase Fire damage by 10,590d6 (+21,180), Increase Destroy seed damage by 2,980d6 (+5,960), Increase Saving throw DC by 55 (+110), Increase Caster Level to overcome Spell Resistance by 55 (+110) Mitigating factor: Backlash 100d6 (-100), Burn 20,000xp (-200), Increase Casting time by 10 minuets (-20), Increase Casting time by 100 days (-200), 100 aditional casters contributing Epic Spellslots (-1,900), Each additionaql caster takes 50d6 backlash (-5,000), Each additional caster burns 20,000xp (-20,000) This spell is considered by many to be the greatest abuse of magic to have ever arisen in the minds of mortals. Hand of the Sun is a ritual performed by 101 Epic Spellcasters who gather together in secret to weave their dark magics for 100 days and 10 minuets, at the culmination of the ritual the lead caster steps forth into the morning sun and raises his hand towards the heavens. His eyes bleed and his skin blisters as he extends his will towards the fiery orb of the sun. Reaching deep into the sun he tears out its very heart drawing it with lethal consequences towards the unsuspecting earth. The other members of the ritual are the first to feel the wrath of the sun, their bodies linked to its fury through the foul magics that they have spun, their flesh blisters as their blood boils beneathe their skin, their eyes burst as the very air in their lungs super heats in a devestating explosion. Only the prime caster will live to see the end result of this most terrible of spells, as a solar flare larger than the earth itself slams into the world, superheating its oceans and melting its land, those whole somehow survive the intense heat are torn apart by the shrapnel and debris of the exploding earth that they are so unfortunate enough to be standing upon. Note: That the damage this spell does is the equivelent of being submerged beneathe the surface of the sun for one round (this is calculated by taking the tempreture of lava and comparing it to the tempreture of the sun.) I also added 3000d6 pure damage (from the destroy seed) for all those pesky rings of elemental immunity, this represents the effect of the world literally exploding around you. By Draegun Fury |
| bluemage5505-16-06, 11:05 AM | Your spell is certainly abusive, but it seems mostly legitimate as far as I can tell(although in my campaign I limit ritual participants by a house rule). You applied the area factor incorrecly, in D&D, percentages and multipliers don't stack, so each +4 DC would increase the area by 100% of the original area. You can add the caster level-dependent factor and cut out lots of contributors if you are high enough level. I do not think any spellcaster would ever succeed in pulling the spell off. With a casting time of 100 days, I suspect you will have an entire pantheon and their overdeity slaughtering the ritualists long before the spell is complete. |
| Draegun Fury05-16-06, 11:25 AM | Your spell is certainly abusive, but it seems mostly legitimate as far as I can tell(although in my campaign I limit ritual participants by a house rule). Abusive is what I was going for :D You applied the area factor incorrecly, in D&D, percentages and multipliers don't stack, so each +4 DC would increase the area by 100% of the original area. Hmm, this was mainly for flavour, (the whole ripping the flame from the actual sun), however I liked the whole world encompassing aura (without it, DM's will argue that only the area is fried even though having the surface of the sun make contact with the Earth (effectively what this does) would destroy the whole planet.) I will have to tinker with this a bit and try to atleast get half the world affected. You can add the caster level-dependent factor and cut out lots of contributors if you are high enough level. I am not familliar with this factor, could you explain please? I do not think any spellcaster would ever succeed in pulling the spell off. With a casting time of 100 days, I suspect you will have an entire pantheon and their overdeity slaughtering the ritualists long before the spell is complete. That's what other Epic Spells are for, to hide your actions :D, Besides I like to think that for every god out there trying to stop the mad man there is two trying to help him succeed :D:D:D Cheers. |
| bluemage5505-16-06, 11:30 AM | Damage/Volume level dependent (+25): You can develop epic spells in which the total damage done (and the total volume affected, if applicable) increases in accordance with the casters level. I am not 100% sure of the source but I listed the factor. Besides I like to think that for every god out there trying to stop the mad man there is two trying to help him succeed And one overdeity defeats them all. :D Still, most gods would not want to destroy the world. Maybe the chaotic ones would, but the lawful and neutral ones would not. |
| Draegun Fury05-16-06, 11:56 AM | Ahh, but with death comes rebirth... in my campaign atleast the destruction of one world is not so bad, after all the infinantly more worlds out there. I think that in order to stp this Spell from working, it should be done by mortals (sure they can be sent by gods). Picture the DM casting this spell and its the PC's job to stop it from happening... ...now picture them failing :evillaugh :devil: :schemes: :devil: :evillaugh ((((KAAAH-BOOM)))) Cheers. |
| Rohano05-16-06, 10:22 PM | AWESOME spell, in terms of flavor. I'm all about flavor. I'd like to see the casting time reduced. I'm sure you could throw in half a dozen mitigators to reduce it to like... 12 hours. Then it becomes truly bad*****. The players have to race against time to stop the caster, as the sky grows dark and the light of the sun becomes red and terrible... That would be so awesome. |
| Draegun Fury05-17-06, 01:51 AM | AWESOME spell, in terms of flavor. I'm all about flavor. I'd like to see the casting time reduced. I'm sure you could throw in half a dozen mitigators to reduce it to like... 12 hours. Then it becomes truly bad*****. The players have to race against time to stop the caster, as the sky grows dark and the light of the sun becomes red and terrible... That would be so awesome. Cheers man, I think reducing the casting time is going to prove difficult, I just found out last night that the area is significantly smaller than I had thought, and it looks like the DC is going to be raised up a hundred or two just to try and make it large enough to matter. Any suggestions are more than welcome. I've thought of reducing the damage, but the fact that it deals the actual amount of d6's that standing on the sun's surface would is just to cool :D Cheers again. |
| lavekkia05-17-06, 05:10 AM | That's it :) another spell for the one who spelljam :) NOTE: as you can see i'm asilly boy who cannot create a table properly... if anyone would like to reformat the 2 tables and PM me the right code i'll give him/her my thanks and he will become my hero :D (aside from Karsus The Mad: you're already my hero, you could become my SUPER hero ;) ) EDIT: Karsus is indeed my SUPER HERO :) thanks a lot :P The Bottomless Vortex Transmutation Spellcraft DC: 105 Components: V, S, XP Casting Time: 10 hours 11 min Range: 1800 ft Area: 800 ft radius + 40 ft lvl Duration: 20 min Saving Throw: None, see text Spell Resistance: No To Develop: 945000 gp, 19 days, 37800 xp; Seeds: Gravity **(DC 27); Factors: change area to 20 ft radius(DC + 2), increase area 800 ft radius(DC + 160), increase range 1800 ft(DC + 10), increase duration 20 min(DC + 20), increase gravity(DC + 20), change gravity vector(towards the point of casting)(ad – hoc DC + 4), scale area with caster lvl(40 ft per lvl) *(DC + 50); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 7500 xp(DC – 75), caster become exhausted *(DC – 8), skill requirement (knowledge(wildspace) or knowledge(phlogiston)) 15 ranks *(DC – 15), destroy minor artifact(DC – 50); This terrifying lost ritual transform an ancient artifact known as “Sphere Of Annihilation” into an irresistible vortex that devours anything it touches. The vortex is also known as “Black Hole” or “Cosmic Storm”. The innermost part of the cosmic storm is the “maw”, the pitch-black orb that consumes all that touches it. The least of these maws is small, only 40 to 80 feet in diameter, and is surrounded by a debris field to distance of 800 ft. Lesser cosmic storms are 81 to 240 feet in diameter, and are surrounded by debris fields out to 1,600 feet. Greater cosmic storms are beasts of 241 to 400 feet in diameter and draw debris fields to a distance of one mile. The greatest cosmic storms are horrors to behold, 401 to 1,000 feet in diameter and are surrounded by an enormous debris field over two miles wide. Legends persist of even greater cosmic storms, as large as they planets they have swallowed, but these legends are perhaps best left unconfirmed. The strange forces of gravity surrounding a cosmic storm twists dust, rocks, and debris into enormous rings about it, battering any ship that dares sail close. There are two dangers when a ship is close enough to a cosmic storm that its gravity strength is considered “strong”. First, the debris will batter both the hull of a ship as well as anyone unfortunate enough to be standing on deck, the amount of damage increasing the closer a ship gets to the maw. The second danger, possibly even more dangerous, is that the gravity of the cosmic storm is so strong that it pulls objects towards it. Even worse, gravity increases the closer one is to the maw, making escape ever more unlikely. At the start of every round a ship is within the range of influence of the cosmic storm, it is moved towards the maw a number of squares as determined by the strength of the gravity. For example, a ship that begins the round 900 feet from the maw of a lesser cosmic storm is moved 2 squares towards the maw at the start of the round. Ships that cannot overcome this pull have one last option. They may attempt a dangerous maneuver: they can fly towards the maw, and use the increased speed to escape. This can be very dangerous, and requires a successful navigation check, the Difficulty Class determined by the size of the storm. As this takes the ship deeper into the cosmic storm, the ship will suffer damage from flying debris all the way. Size Debris field size Escape DC Strong Dangerous Irresistible Least 800 20 800 400 200 Lesser 1600 30 1600 800 400 Greater 1 mile 40 1 mile ½ mile 1600 Immense 2 mile 50 2 mile 1 mile ½ mile Gravity Strength Batter dmg (bludgeoning) Pull Strong 2d6 2 squares Dangerous 4d6 4 squares Irresistible 8d6 8 squares In addition to the effects listed above anything that enters into the maw suffer the same effects as if coming in contact with a Sphere Of Annihilation. All the rules concerning a normal Sphere do not apply anymore: the black sphere is gone upon the creation of the spell. If the Black hole size doe not fit in one category the effects are automatically decreased to the lesser one (thus a 1580 ft black hole count as a 800 ft black hole for the purpose of Escape DC and gravity strength areas). XP Costs: 7500 xp Arcane Material Components: Sphere Of Annihilation NOTE: the factor and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: the epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=590308 by lavekkia |
| lavekkia05-17-06, 08:01 AM | The Great Seal(Deep Imaskari) Evocation/Illusion(Glamer) Spellcraft DC: 95 Components: V, S, XP, Ritual Casting Time: 12 days, 10 hours, 21 min Range: 30 ft Target: 8000 ft radius Duration: Permanent Saving Throw: None / Will negates (DC + 30) Spell Resistance: No / Yes To Develop: 855000 gp, 18 days, 34200 xp; Seeds: Mythal(DC 25), Conceal(DC 17), Gravity **(DC 27); Factors: increase spell area 8000 ft radius(DC + 320), prevalent spell(suggestion)(DC + 9), prevalent spell(light)(DC + 2), minor prevalent power(water plant)(DC + 5), minor prevalent power(air filtering sheets)(DC + 5), medium prevalent power(modify memory)(DC + 20), penalize Will ST(DC + 30)(DC + 60), replicate normal gravity on cavern walls(ad hoc DC + 4), conceal against divination(DC + 6), maintain concealment(DC + 4); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), increase casting time 12 days(DC – 24), capstone(DC – 20), ritual(5 spellcaster 9th lvl)(DC – 85), ritual(5 spellcaster 5th lvl)(DC – 45), burn 8500 xp (DC – 85), each participant burn 800 xp(DC – 80), anchored(DC x ¾); This ancient spell was developed by Lord Ilphemon, artificer of the Imaskari Empire. In the year – 2488 DR, facing the destruction of the empire and wrath of the God – Kings, he decided to flee in the Underdark with his people. He found an ancient cave and settled there. He devised this ritual to protect the city from external intrusions. The Great Seal is a very powerful ward that encompasses the entire city and creates various magical effects: It deflects gravity (trough magical statues every 500 feet) allowing to build edifices on cavern walls; Allows the growth of magical plants that creates droplets of water as fruits; Refreshes the air via brightly coloured sheets suspended from the ceiling; Illuminates the cavern with a suffuse light (but strong enough to allow plant growth); Using suggestion and Modify Memory steer away anyone arriving near the city and wipe out any knowledge upon any one going out; Conceal the entire city from any form of scrying and sight (anyone coming in sight of the cavern for the exterior sees it as a dark bare cavern). The capstone of the ward is a magical circle of 2000 feet of diameter inscribed in the northern wall, the circle illuminates roughly a third of the cavern. XP Cost: 8500 xp, 800 xp per participant NOTE: factors and mitigating factors marked with * are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: epic seeds marked with ** are homebrew and can be found here: http://boards1.wizards.com/showthread.php?t=590308 by lavekkia |
| Draegun Fury05-17-06, 12:46 PM | I have to admit I am LOVING this spell: Reproportionment Transmutation Spellcraft DC: 41 Components: V, S Casting Time: 4 days, 11 minutes Range: Personal Area: You Duration: Permanent Saving Throw: None Spell Resistance: No To develop: 369,000gp; 8 days; 14,760XP; Seed:Transform(DC 21); Factors:Transform into any size (+48 DC); Mitigating factors:Increase casting time by 10 minutes (-20 DC), Increase casting time by 4 days (-8 DC) This spell gives the caster the ability to change his size on command, from Diminutive all the way up to Colossal. He gains the benefits and disadvantages of the type that he assumes. The caster’s gear increases or decreases size with him. By Rhadamanthus I would increase the DC by 6 and add Colossal+ as a size you can choose, then I would slip on a Ring of Elemental Immunity, and some protections to be able to survive a vacuum, I would teleport into outter space, increase my size until I was 20 times bigger than the sun, then swat it out of its orbit :D I mean how cool is this spell!!! Heck increase yourself until you are a million times bigger than the sun then throw a Gold coin at Earth :D Too cool, it brings a whole new meaning to the term Epic. Cheers |
| lavekkia05-17-06, 05:15 PM | A very big tahnk you to Rob Douglas, he helped me a LOT, you're my hero now :P Together As One Against The Foes Of The People(elven high magic) Divination Spellcraft DC: 122 Components: V, S, M, XP, Ritual Casting Time: 11 min Range: 300 ft Area: 1200 ft radius Duration: 200 min Saving Throw: None Spell Resistance: No To Develop: 1098000 gp, 22 days, 43920 xp; Seeds: Contact(DC 23), Fortify(DC 17); Factors: change target to area (DC + 10), change area to 20 ft radius(DC + 2), increase radius 1200 ft(DC + 240), share spells(ad – hoc DC + 50), share divine and arcane spells(ad – hoc DC + 40), share abilities(int, cha, wis)(ad – hoc DC + 25), augment major magical item(rod of quickening)(DC + 40), augment major magical item(rod of maximizing)(DC + 40); Mitigating Factors: ritual (5 spellcaster epic lvl)(DC – 95), caster burn 8000 xp(DC – 80), each participant burn 3000 xp(DC – 150), increase casting time 10 min(DC – 20), caster lose 1 str point *(DC – 20); This lost ritual allowed a commander to coordinate armies of spellcasters to cast spells in concert, leading to devastating volleys of spells against orc hordes or dragons. Upon the casting of the spell every spellcaster in the area of effect become linked with every other and with the high mages. Every caster acquire the int, cha, and wis score of the caster of the ritual (or retains her score if higher). Iin addition all the arcane casters are allowed to share spells: in game terms all the spellcaster are treated as a single sorcerer with access to every spell memorized (for wizards) or known (for sorcerers and bards) and a number of spell slots equal to the sum of every slot of every caster. Every caster cast spells independently using the pooled slots and is automatically aware of the number of remaining ones. NOTE: caster who prepare spell in advance(wizards) still apply metamagic as a sorcerer (but see the exceptions below); obviously a caster can apply a metamagic feat only if she has it. In addition the spell grant to everyone the Quicken Spell and Maximize Spell feats; these feats can be applied to spells without increasing the casting time to 1 full – round action (even for sorcerers). XP Costs: 8000 xp, 3000 xp per participant Arcane Material Components: Greater Rod Of Quickening, Greater Rod Of Maximizing NOTE: blah blah blah :D you know where to find mitigating factors don't ya :D by lavekkia |
| lavekkia05-18-06, 04:17 AM | Telamont’s Shadow Blanket(Shadovar) Conjuration(creation)[darkness][fire] Spellcraft DC: 31 Components: V, S, M Casting Time: 10 hours 11 min Range: touch Effect: 1 shadow blanket (120 x 120 ft) Duration: instantaneous Saving Throw: None Spell Resistance: No To Develop: 279000 gp, 6 days, 11160 xp; Seeds: darkness **(DC 19), conjure(DC 21), energy(fire)(DC 19); Factors: make darkness solid(ad hoc DC + 40), make instantaneous(DC x 10); Mitigating Factors: require feat(shadow weave magic) *(DC – 12), increase casting time 10 min(DC – 20), require absolute darkness during the process(ad – hoc DC – 4), increase casting time 10 hours *(DC – 20), caster lose 10 prepared slots *(DC – 50), expensive material component(heavy magic 1 cubic ft)(DC – 853); The High Prince of Shade developed this spell and taught it to his sons so they could create the powerful blankets and carry further his plans to reshape the Anauroch desert and transform it in the old Netheril. The spell transform darkness in a physical substance capable of catching any form of light radiation (visible, infrared, ultraviolet, etc.) and transform it in heat. The darkness is transformed in a square blanket of 120 x 120 ft. Under the cover of the blanket the temperature rises rapidly to hot and remains so until the cover is removed. Arcane Material Component: Heavy Magic by lavekkia |
| Gemstone05-18-06, 06:02 AM | I've once again updated the index of this thread :) Phew... it sure is a looong work to sort through all of your spells to put them in the index :) We've also soon filled two entire posts (that's 100.000 letters :D) with epic spells. I'll be really surprised if wizards doesn't take at least one of these spells and remakes it into their own epic spell in a book :) I would also like to congratulate you for the cool spell ideas and effects you produce :D some of these are bound to appear in campaigns just because the sheer coolnes of the casting. And now, for something different. A little challenge. Make a spell that does either one of the following: Turns the Caster into a Titan and summons 1d4+1 Storm giants to follow his orders Permanently summons a thunderstorm that deals 10d6 [Electricity] damage per turn over a 200 x 200 ft. area Summons a tribe of 40 level 2 barbarians permanently and grants them SR 10+HD Grants a target two templates and a +2 inherent bonus to all ability scores The first one to post a complete (working) Epic spell that does either of these (Without an ridiculus amount of mitigating factors) will have his/hers spell posted as the contest winner on the first post :D |
| Draegun Fury05-18-06, 07:10 AM | And now, for something different. A little challenge. Make a spell that does either one of the following: Turns the Caster into a Titan and summons 1d4+1 Storm giants to follow his orders Permanently summons a thunderstorm that deals 10d6 [Electricity] damage per turn over a 200 x 200 ft. area Summons a tribe of 40 level 2 barbarians permanently and grants them SR 10+HD Grants a target two templates and a +2 inherent bonus to all ability scores I'll go one better, I'll make a spell that turns the caster into an Elder Titan with THREE Templates and a +5 inherent bonus to all ability scores. I present: El Diablo-Dentro (The Devil-Within) Transmutaion Spellcraft DC: 145 Components: V, S, DF* Casting Time: 1 quickened action Range: 300 ft. Target: One creature Duration: Instantaneous (D)** Saving Throw: Fortitude negates (see text) Spell Resistance: Yes To Develop: 1,305,000gp, 27 days, 52,200 XP; Seeds: transform (DC 21), transport (to move caster’s soul to creatures subconscious) (DC 27), destroy (DC 29) fortify (23); Factors: increase size to colossal (+18), change humanoid to outsider (+5), transform into specific individual (+25), gain all supernatural abilities of creature (+50), creature has 140 HD (+250), +5 inherent bonus to all abilities (+174), quickened spell (+28), dismissible (+2); Mitigating Factors: change from target to personal (-2), caster takes 280d6 backlash (-280), Burn 20,000 XP (-200), decrease damage die by one step (d4) (-5), allow creature to possess body and act on its own accord (ad hoc – 20 DC) taken from Lord of Nightmares spell. Within the heart of every man lies a creature born of nightmares, pure fear mixed with evil and grown to insanity. It is El Diablo-Dentro, The Devil-Within. When an Epic spellcaster casts this spell he unleashes all of his fear, anger, pain, and insanity into one giant personified nightmare! His body is torn asunder by the power of the magic at work (280d6 backlash + 20d6 destroy seed), his soul fleeing to the reletive safety of the beast’s subconscious, as what was once his body splits and tears, and from within errupts El Diablo-Dentro, a 128-foot tall monstrosity. El Diablo-Dentor appears as a collosal grey-fleshed man with no apparent face, from its huge shoulders extend a writhing mass of tentacles, its giant hands end with razor sharp claws. An irredenscent green glow can be seen eminating from within the beast, its eerie light showing faintly through the mucus covered flesh of El Diablo-Dentro. Although El Diablo-Dentro is its own unique creature, it shares a lot of memories with its creator, and more often than not seeks to accomplish the same goals, but in a very different, more violent, & inherently evil way. Although the spellcaster who spawned El Diablo-Dentro has no direct control over the beast he can attempt to influence its behaviour through mundane ways, and often a threat of ending the beasts existence (by dismissing the spell) will get it to grungingly fulfil the caster’s desires. *The Caster must have a Collosal+ Magical Mercurial Greatsword El Diablo is a Paragon Psuedonatural Elder Titan with the Beast of Xvim Template. All its Ability Scores (18s + Racials) are increased with +5 inherent bonuses. **Some DM's might not allow Instaneous duration through use of destroy or other seeds, arguing that permanent is a short duration, in which case reduce the Spell DC by 24 and remove the 20d6 damage the caster takes from the destroy seed and change the duration to 20 hours. By Draegun Fury PS: I'M SORRY THAT THE MITIGATING FACTORS ARE SO HIGH BUT PLEASE NOTE THE RESAON THAT THE BACKLASH IS SO HIGH, IS BECAUSE THIS IS THE SPELL I WAS GOING TO HAVE MY 140TH LEVEL CLERIC CAST IN HIS FIGHT AGAINST BLUEMAGE. IF YOU WANT THE MITIGATING FACTORS TO BE DECREASED IT WILL RESULT IN THE SPELL DC BEING RAISED BUT SINCE YOU GAVE NO LIMIT TO THE SPELL DC UPPER LIMIT I HOPE THIS IS OK. Cheers. |
| Draegun Fury05-18-06, 08:54 AM | Another transformation spell, (this one is a cheap way of acieving godhood) Ascension Transmutation Spellcraft DC: 94 Components: V, S Casting Time: 100 days, 11 minutes Range: personal. Target: you Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes To Develop: 882,000 gp; 18 days; 35,280 XP. Seed: transform (DC 21), transport (DC 27), fortify (grant statistic: divine rank) (DC 27). Factors: interplanar travel (DC +4), increase size to huge (+6 DC), change type to outsider (+5 DC),transform target into someone specific (+25 DC), aquire supernatural ability (telepathy) (+10 DC), assumed form has 52 HD (+74), retain own memories (ad hoc +25 DC), change duration from temporary to permanent (x5 DC), change duration from permanent to instantaneous (x2 DC). Mitigating factors: backlash 104d6 (DC -104), burn 20,000 XP (-200 DC), increase casting time by 10 minuets (-20 DC), increase casting time by 100 days (-200 DC), change from target to personal (-2 DC), can only be cast on a dead god in the Astral plane (ad hoc -20), expensive material component (ad hoc -1600). Material Component: An Idol of the Dead god costing 4,000,000gp XP COST: 20,000xp The caster gathers a swirling vortex of power around him, like a hurricane of screaming souls. Slowly the caster walks towards the horizon, with each step the vortex grows more feirce as the caster begins to fade from veiw. Each step brings him nearer... Nearer to his goal, nearer to the astral plane, nearer to the eeire form of the dead god that the caster has sought for so long. At last he arives upon the astral plane, at the foot of what appears to be a mountainous ooutcroping. The vortex closes around the caster lifting him from the 'ground' and hastning him to the summit of the outcropping. There upon the brow of the dead god the caster utters his dark prayers and weaves his awesome spells, bringging the full might of his arcane powers to bear. Deeper and deeper into a void of darkness both caster and god fall, their bodies and minds intertwining into a blur of chaos, evil, and raw, ultimate, power. As the caster reaches the end of his spell the vortex spirals out of control, tearing the very flesh from the caster's bones, and exposing raw energies that lash out, twisting and churning in explosive displays of power as they merge to form the caster's new body. The form is hidieous, an abomination of arms and heads thrown haphazardly together, but within is housed divine power, and that power is up for the taking. The caster roars through fifty gaping maws, his new found powers coming to fruitition... ...it is done. Note: This spell transforms the caster into a Hecatoncheires, securing himself divinity whilst barely clinging to his own memories. Although all spell casting ability is striped from the new god, he is now in a position to challenge the very gods (albeit only very minor ones) and gain himself even more divine power. By Draegun Fury Cheers. |
| Gemstone05-18-06, 09:37 AM | I'll go one better, I'll make a spell that turns the caster into an Elder Titan with THREE Templates and a +5 inherent bonus to all ability scores. I present: PS: I'M SORRY THAT THE MITIGATING FACTORS ARE SO HIGH BUT PLEASE NOTE THE RESAON THAT THE BACKLASH IS SO HIGH, IS BECAUSE THIS IS THE SPELL I WAS GOING TO HAVE MY 140TH LEVEL CLERIC CAST IN HIS FIGHT AGAINST BLUEMAGE. IF YOU WANT THE MITIGATING FACTORS TO BE DECREASED IT WILL RESULT IN THE SPELL DC BEING RAISED BUT SINCE YOU GAVE NO LIMIT TO THE SPELL DC UPPER LIMIT I HOPE THIS IS OK. Cheers. Heh, that was fast, I give you that... altough the spell didn't do exactly what I was after, it's a very powerful spell in its own right. Altough the flavour itself doesn't really go well with what I was thinking, it sure is a cool spell :D consider it placed upon an honorary place ^^ But before I ca ndo that, could you please use the template that I presented i nthe first post? It makes it much easier for me to transfer spells to the index. |
| Draegun Fury05-18-06, 10:04 AM | Heh, that was fast, I give you that... altough the spell didn't do exactly what I was after, it's a very powerful spell in its own right. Altough the flavour itself doesn't really go well with what I was thinking, it sure is a cool spell :D consider it placed upon an honorary place ^^ But before I ca ndo that, could you please use the template that I presented i nthe first post? It makes it much easier for me to transfer spells to the index. I'm sorry I though I did use your template, can you explain how I did it wrong? Also, since you aren't quite happy I will make a spell that combines all the requirements in a nice flavourfull way, but do you want it to be a Titan or Elder Titan? Here's the one with a the Titan and Giants RAPHAIM Transmutation Spellcraft DC: 116 Components: V, S Casting Time: 1 minute Range: 300 ft. Target: Personal, plus summons five Storm Giants. Duration: Permanent; 20 hours for Storm Giants Saving Throw: Fortitude negates (see text) Spell Resistance: Yes To develop: 1,044,000gp; 21 days; 41,760XP; Seed: Transform (DC 21), Summon (DC 14) Destroy; Factors: increase size to huge (DC +6), transform into outsider (DC +5), transform into specific creature (+25), retain memory (ad hoc +25), aquire all extraordinary and supernatural abilities of a titan (DC +50*), new form has 20 HD (DC +10), summon creature other than outsider (DC +10), summon creature with challenge rating 13 (DC +22), summon 5 of same creature (DC +128); Mitigating factors: Caster burns 20,000xp (-200); This spell transforms the caster into a titan whilst retaining his own memeroies (including levels feats skills etc. Effectively all that changes is the casters race, add the caster’s classes on top of the titan’s HD to get the final product) Material Component: None XP cost: 20,000xp The caster’s body begins to grow attaining titanic proportions in a matter of moments, however this is but the beginning. As the caster grows in size so too does his power as he casts aside his human body and transforms into a titan! With such power comes five Storm Giants who arrive to usher in the new titan’s reign. By Draegun Fury Cheers. EDIT: Is it because I put them in Quotes? I can unquote them if you want. Cheers again. Sorry for all the Edits I can't get the sizes and what not right :( |
| Karsus the Mad05-18-06, 10:19 AM | Hopefully I'm in time! · Permanently summons a thunderstorm that deals 10d6 [Electricity] damage per turn over a 200 x 200 ft. area The Stormlord's Rage Evocation (electricity) Spellcraft DC: 270 Components: V, S Casting Time: 10 hours, 11 minutes Range: 300 ft. Area: 4 100ft cubes (200ft. x 200ft) Duration: Permanent Saving Throw: Reflex for half Spell Resistance: Yes To Develop: 2,430,000gp, 49 days, 97,200 XP; Seeds: energy (electricity, DC 19), energy (weather, DC 25); Factors: change area to cubes (+2), increase area by 1,900% (+76), permanent (x5); Mitigating Factors: Increase casting by 10 minutes (-20), increase casting by 10 hours (-20), burn 20,000 XP (-200). This spell, a curse from Talos, manifests in a terrible, electrifying thunderstorm that takes 10 minutes to fully manifest. Up to 4 100 ft. cubes (an area 200ft x 200ft) can be affected and everything within the area takes 10d6 electricity damage per round. The electrical storm persists indefinitely until dispelled. By Karsus the Mad |
| Omeganian05-18-06, 12:39 PM | I will ask this in FR boards also: do you know about any epic spell or power that has been mentioned (even briefly) in FR books ? If so could you point me to that book and chapter ? I am not certain, but creating the Shard, with the death of all the casters certainly could be considered that. Two things must be taken into account though. 1) It was before Karsus Avatar, so it could be simply tenth level. 2) The Shard was not created fully powered. If you DO create it fully powered, as well as without the death of the casters, it is certainly epic. Anyone wants to give it a try? |
| Draegun Fury05-18-06, 01:08 PM | THE GODS' SOULREAVER Conjuration (Summoning) or Transmutation Spellcraft DC: 128 Components: V, S Casting Time: 100 days, 11 minutes Range: 75 ft. Target: One Deity Duration: Instantaneous Saving Throw: Will negates (see text) Spell Resistance: Yes (see text) To Develop: 1,152,000gp; 24 days; 46,080xp; Seeds: summon (DC 14), transport (DC 27), trasform (DC 21), fortify (DC 17). Factors: summon outsider of CR 200 (DC +396*), summon specific outsider (DC +60), only summon outsiders dive rank (ad hoc +60), incase of necesarry interplanar travel (DC +4), shift transport medium to safest posibble (ad hoc +6), transfer unwilling target(outsider’s Divine Ranks) (DC +4), haste subject (DC –4), change caster’s type to outsider (DC+5), grant caster 20 outsider Hit Dice (DC +398), Increase spell’s saving throw DC by +100 (DC +200), Gain +100 bonus on caster level check to overcome target’s spell resistance (DC +200); Mitigating Factors: 132d6 backlash (DC –132), burn 20,000xp (DC –200), increase casting time by 10 minuets (DC –20), increase casting time by 100 days (DC –200), limited circumstance (ad hoc from let go of me DC –8), spell only works in temple of deaity being summoned (ad hoc –20), expensive material component (ad hoc -700 DC) The caster (gaining a +100 bonus to overcome SR) summons a named god’s power (anywhere from DvR 0 to DvR 20) into an idol of said god, then proceeds (The spell's Saving throw DC is raised by +100) to transfer that power into himself. *The CR of the god is estimated at 200, this includes 5 per DvR (including DvR 0 for a total of DvR 20), it also includes a CR of 1 for each outsider Hit Dice (a Total of 20) and a CR of one for each Class Level of the god (a Total of 85 levels). Material Component: An idol of the god being summoned costing no less than 1,750,000gp. XP Cost: 20,000 The demilich stood there in the centre of the temple, the young preist’s body he had possessed was rendered apart, and thick red blood still oozed from numerous wounds, but the demilich cared not, he had more important things on his mind. All around lay the broken corpses of those preists foolish enough to oppose the might of The Eternal Flame. The Archbishop hung there strapped to a tarnished and dinted, bloodstained likeness of his deity, feeble prayers tripping over the stump of what was once his tongue. “That’s it fool, call to your god, see if he helps you!” hissed The Eternal Flame through the bloodchoked throat of the young preist’s body. Surveying the temple’s main chambre one last time he grinned silently to himself then slowly drew a wickedly serrated knife from the corpse of a nearby adept that lay broken sprawled across the dais. “Well preist, looks like its just you and me for the next, oh, hundred days or so?” The Eternal Flame approached the Archbishop casually flitting the knife from hand to hand, “Now, where oh where did I put that spell book? Huh, oh well, you'll do.” with surgical proscission The Eternal Flame began to cut arcane symbols into the flesh of the screaming Archbishop, slowly chanting dark words of arcane might over and over and over... ...Ashroth the Archbishop did not know how long it had been since the mad young priest had began to carve his flesh, nor did he know how it was possible that he still lived, for all remained of him was a bloodied pulped mass of flesh, oozing thick syrup like blood from his skinless muscles. One thing, however, that he was well aware of, whether or not the temple had been thrust into hell, or hell had been summoned to the temple, Ashroth had not felt the prescence of his deity for what seemed like an eternity. Atleast, not until now. The windows shattered sending a multitude of glass bursting throughout the temple, razorsharp shards tore into both preists' flesh, shredding both the Ashroth and The Eternal Flame, hundreds of candles throughout the mainchamber roared to life and were sent flying against every surface as a hurricane of power errupted into the temple! The young preist screamed as he was thrown around the temple, more and more blood being torn from every pore of his body, his eyes swell as the were slowly ripped from his head finally exploding, leaving two small pinpricks of light admidst endless pools of darkness. A large shard of the glass was whipped across the chambre smashing into the face of the young preist cutting through flesh and bone it tore away his face and sent him sprawling into a raging infero of scrolls and tapestries. Screaming the preist clawed his way from the fire his fingernails splintering on the hard stone floor, exposing the soft bloodied flesh of his finger tips were the nails were torn off. Beaten, and battered, cut to a thousand shreads of stripped flesh, and engulfed in fire, the young preist slowly rose admidst the howling winds of the near gale force winds that filled the temple. Reaching his hand towards the idol The Eternal Flame bellowed forth in a tongue long lost to mortal men, “Oy Acu Onn Nedt My E Vahi Hte Ewope Oyr Rau Nime E!” crisply he finished the last word, the hurricane like winds whipped around and rushed towards the Idol blasting their way through the Ashroth's mutilated corpse, sending a fountain of bloody spray over the young preist who eagerly licked his lips and advanced. “At last, your soul is mine!” screamed The Eternal Flame madness threatening to take him. With those words the bloodied corpse of the young preist, held together through the possession of The Eternal Flame, thrust his mangled hand into the idol, at once his body began to thrash around, consvulsing as the divine power of a Greater God coarsed endlessly into his body, a thuderous roar shook the temple and mighty cracks formed in the ancient stone. A pure light began to rush from the idol, filling The Eternal Flame its radiance burst forth from the multitudes of wounds that covered the preist’s body. As the thunder continued to raw the light flooding into The Eternal's body began to slow, diming to a darkness deeper than death. At last with one last thunderous clap the temple rocked its acient walls sundered by the might of the divine power that now coarsed throughout The Eternal Flame's body, all the corpses of the temple's preists burned with unholy fire their ashes blown to oblivion, all but The Eternal Flame his body swollen with power, clenching his fist he focused his thought, a slight grin set on the evil visage that served as a face. At last, he had conquered, he was a god. By Draegun Fury |
| Gemstone05-18-06, 02:06 PM | I'm sorry I though I did use your template, can you explain how I did it wrong? Also, since you aren't quite happy I will make a spell that combines all the requirements in a nice flavourfull way, but do you want it to be a Titan or Elder Titan? Actually, it was nothing wrong with the spell, but it had quite a different flavor than I suspected. :D Anyway, I do have a question though... Backlash damage is dealt per round, thus your spells using backlash damage would effectivly slay amost anything in a very short time... especially those with a permanent duration... We should really start a thread about Epic Spellcasting so that we could define epic spellcasting for creation of epic spells... a compendium of rules that can be used by anyone and that could be discussed... Also, could you edit your spells to make them match the template? I can't add them to the index else... it would take to much of my time. Hopefully I'm in time! Well, sadly enough, you were to slow :) Draegun furry beat you, altough I do agree that you both were fast. I'll put up a new competion next :) Of course, all of your spells will be posted at a honorary spot, altough in the order they were recieved |
| lavekkia05-18-06, 02:19 PM | I am not certain, but creating the Shard, with the death of all the casters certainly could be considered that. Two things must be taken into account though. 1) It was before Karsus Avatar, so it could be simply tenth level. 2) The Shard was not created fully powered. If you DO create it fully powered, as well as without the death of the casters, it is certainly epic. Anyone wants to give it a try? Now i'm lost... what are talking about ???? |
| syl_karagh05-18-06, 02:59 PM | Hand of the Sun Evocation Spellcraft DC: 128 Components: V,S Casting Time: 100 days and 10 mins Range: 300 feet Area: A bolt 170,000,000,000ft. wide to 7,500,000,000,000ft. long Duration: Instantanious Saving throw: Reflex (half) (+55 to DC) Spell Resistance: Yes (+55 to overcome SR) To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds: Destroy (DC 29), Energy (DC 19). Factors: Increase Area to 170,000,000,000ft. by 7,500,000,000,000 (+140), Increase Fire damage by 10,590d6 (+21,180), Increase Destroy seed damage by 2,980d6 (+5,960), Increase Saving throw DC by 55 (+110), Increase Caster Level to overcome Spell Resistance by 55 (+110) Mitigating factor: Backlash 100d6 (-100), Burn 20,000xp (-200), Increase Casting time by 10 minuets (-20), Increase Casting time by 100 days (-200), 100 aditional casters contributing Epic Spellslots (-1,900), Each additionaql caster takes 50d6 backlash (-5,000), Each additional caster burns 20,000xp (-20,000) This spell is considered by many to be the greatest abuse of magic to have ever arisen in the minds of mortals. Hand of the Sun is a ritual performed by 101 Epic Spellcasters who gather together in secret to weave their dark magics for 100 days and 10 minuets, at the culmination of the ritual the lead caster steps forth into the morning sun and raises his hand towards the heavens. His eyes bleed and his skin blisters as he extends his will towards the fiery orb of the sun. Reaching deep into the sun he tears out its very heart drawing it with lethal consequences towards the unsuspecting earth. The other members of the ritual are the first to feel the wrath of the sun, their bodies linked to its fury through the foul magics that they have spun, their flesh blisters as their blood boils beneathe their skin, their eyes burst as the very air in their lungs super heats in a devestating explosion. Only the prime caster will live to see the end result of this most terrible of spells, as a solar flare larger than the earth itself slams into the world, superheating its oceans and melting its land, those whole somehow survive the intense heat are torn apart by the shrapnel and debris of the exploding earth that they are so unfortunate enough to be standing upon. Note: That the damage this spell does is the equivelent of being submerged beneathe the surface of the sun for one round (this is calculated by taking the tempreture of lava and comparing it to the tempreture of the sun.) I also added 3000d6 pure damage (from the destroy seed) for all those pesky rings of elemental immunity, this represents the effect of the world literally exploding around you. By Draegun Fury Well an epic Inititate of the Seven Foil Veils with a Persistent Foresight (using its corresponding spell slot) can use an immediate action to create the 6th and 7th veils and negates all spell effects and damages from any objects as well. :P |
| Omeganian05-18-06, 03:35 PM | Now i'm lost... what are talking about ???? I am talking about Crenshinibon. |
| Karsus the Mad05-18-06, 05:24 PM | Well, sadly enough, you were to slow Draegun furry beat you, altough I do agree that you both were fast. I'll put up a new competion next Of course, all of your spells will be posted at a honorary spot, altough in the order they were recieved Reply With Quote Bugger! Darn...:P Well, don't take spells until I'm online!:P See, that's what happens when you're a 2,000+ year old dead demi-god...reflexes go WAY down... ;) |
| lavekkia05-18-06, 06:21 PM | I am talking about Crenshinibon. ahhhhhhhh OK :) wel that is an artifact.... artifacts go beyond the scope of this thread; besides i have no stats (not even 2e stats) so i have nothing to begin with (the novels doesn't describe the artifact in game terms so it'a difficult to quantify the powers) |
| Gemstone05-18-06, 07:18 PM | Bugger! Darn...:P Well, don't take spells until I'm online!:P See, that's what happens when you're a 2,000+ year old dead demi-god...reflexes go WAY down... ;) Hehe :) Well, the next time, I'll set up some clear rules for it (much like the DM contests, altough much more simple) and I won't let speed be the ruling factor (since that favors those who happen to be online just then). I'm actually thinking of making such a competition a different thread! :D |
| Rohano05-18-06, 10:13 PM | Ascension aquire all extraordinary and supernatural abilities (+210 DC) The abilities of the gods (abilities gained through godhood) are divine, not supernatural, not extraordinary. Says it right there in Deities and Demigods. All you'd manage to do is gain someone's sub-divine powers, which are worthless against the gods. |
| Karsus the Mad05-18-06, 10:55 PM | Here ya go lavekkia :) I hope I got it right. Size Debris field size Escape DC Strong Dangerous Irresistible Least 800 20 800 400 200 Lesser 1600 30 1600 800 400 Greater 1 mile 40 1 mile ½ mile 1600 Immense 2 mile 50 2 mile 1 mile ½ mile Gravity Strength Batter dmg (bludgeoning) Pull Strong 2d6 2 squares Dangerous 4d6 4 squares Irresistible 8d6 8 squares |
| Omeganian05-19-06, 02:34 AM | ahhhhhhhh OK :) wel that is an artifact.... artifacts go beyond the scope of this thread; besides i have no stats (not even 2e stats) so i have nothing to begin with (the novels doesn't describe the artifact in game terms so it'a difficult to quantify the powers) That means a challenge. Besides, artifact or not, it was created once. |
| Draegun Fury05-19-06, 02:38 AM | The abilities of the gods (abilities gained through godhood) are divine, not supernatural, not extraordinary. Says it right there in Deities and Demigods. All you'd manage to do is gain someone's sub-divine powers, which are worthless against the gods. The transform seed lets you change into a creature gaining its physical, natural abilities and its mental abilities, however as an extra cost you must pay for all supernatural and extraordinary serperately... The spell I made transforms the caster into an Abomination, thus gaining the DvR of 0, it is a natural part of the creature, it does not grant the caster any SDAs because DvR 0 does not have any. On another note, one could argue that through the Transform seed a caster could transform into Vecna or Bane or Heironeus, paying out their nose for all supernatural and extraordinary abilities but gaining all divine abilities in the base cost of 57. Cheers. |
| bluemage5505-19-06, 02:51 AM | The spell I made transforms the caster into an Abomination, thus gaining the DvR of 0, it is a natural part of the creature, it does not grant the caster any SDAs because DvR 0 does not have any. DvR 0 is a natural part of the creature as much as its extraordinary and supernatural abilities. How can you gain the divine abilities for free when the extraordinary and supernatural abilities must be paid for? |
| bluemage5505-19-06, 03:00 AM | PS: I'M SORRY THAT THE MITIGATING FACTORS ARE SO HIGH BUT PLEASE NOTE THE RESAON THAT THE BACKLASH IS SO HIGH, IS BECAUSE THIS IS THE SPELL I WAS GOING TO HAVE MY 140TH LEVEL CLERIC CAST IN HIS FIGHT AGAINST BLUEMAGE. IF YOU WANT THE MITIGATING FACTORS TO BE DECREASED IT WILL RESULT IN THE SPELL DC BEING RAISED BUT SINCE YOU GAVE NO LIMIT TO THE SPELL DC UPPER LIMIT I HOPE THIS IS OK. Cheers. I'd like to point out that for the purposes of our fight, Beast of Xvim would not have been allowed as it is outside of the SRD. Also, I'd like to mention that if you dig up the thread for the battle (which is buried rather deep), you'll notice that the preliminary version of my non-spellcaster gets 14 attacks (all of which automatically hit) with a full attack for 500 damage each, which I suspect is far more than El Diablo is capable of withstanding. |
| Draegun Fury05-19-06, 03:18 AM | Well an epic Inititate of the Seven Foil Veils with a Persistent Foresight (using its corresponding spell slot) can use an immediate action to create the 6th and 7th veils and negates all spell effects and damages from any objects as well. :P Can you please explain what you mean? If there is a weakness in my spell I would like to know what it is to see if I can strengthen it... Cheers |
| Draegun Fury05-19-06, 03:26 AM | I'd like to point out that for the purposes of our fight, Beast of Xvim would not have been allowed as it is outside of the SRD. Also, I'd like to mention that if you dig up the thread for the battle (which is buried rather deep), you'll notice that the preliminary version of my non-spellcaster gets 14 attacks (all of which automatically hit) with a full attack for 500 damage each, which I suspect is far more than El Diablo is capable of withstanding. The SRD rule was only brought in later after we lowered the levels (I believe), besides it is not that important to the build it was more for flavour :) El Diablo has over 5000 hps when his Items are included, where as you would indeed deal 7000 damage... however using limited wish to get an auto hit is suspect and I would not allow it, if wish is capable of replicating spells, then the best I would allow is a +20 bonus from True Strike. Otherwise I would simply use two wish items to make you Always Miss and me Always Hit. Once this happens it comes down to who has the most wish items... Cheers. PS: El Diablo gets 22 attacks per round and each has an attack bonus around 200. Should I auto hit too? then it comes down to initiative. Cheers again. |
| bluemage5505-19-06, 03:41 AM | The SRD rule was only brought in later after we lowered the levels (I believe), besides it is not that important to the build it was more for flavour :) Actually, I recommended it from the start, otherwise, the only viable build would be Pun-Pun. :rolleyes: El Diablo has over 5000 hps when his Items are included, where as you would indeed deal 7000 damage... however using limited wish to get an auto hit is suspect and I would not allow it, if wish is capable of replicating spells, then the best I would allow is a +20 bonus from True Strike. Suspect? When the spell description says: • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw. That effect is undisputably by the RAW. Using another wish to negate that, however, would be a bit more interpretative. I do have to conceed, however, that the battle is likely to hinge on initiative. Given that such is the case, isn't it valid to argue that spellcasters and non-spellcasters are balanced if they both auto-kill upon winning initiatve? |
| Gemstone05-19-06, 04:10 AM | Actually, I recommended it from the start, otherwise, the only viable build would be Pun-Pun. :rolleyes: Suspect? When the spell description says: That effect is undisputably by the RAW. Using another wish to negate that, however, would be a bit more interpretative. I do have to conceed, however, that the battle is likely to hinge on initiative. Given that such is the case, isn't it valid to argue that spellcasters and non-spellcasters are balanced if they both auto-kill upon winning initiatve? Actually, I too believe that "Auto-hit" is a big mistake done by Wizards. It simply leaves it open to some horrible abuses... but as this is IMO, it holds no value over others :) But I do ask you however, to move this discussion into a new thread. After all, this is a place for epic spell creativity :D ((BUt I do have a question though... how do you manage to get 14 attacks that hit?)) |
| bluemage5505-19-06, 04:15 AM | Actually, I too believe that "Auto-hit" is a big mistake done by Wizards. It simply leaves it open to some horrible abuses... but as this is IMO, it holds no value over others :) But I do ask you however, to move this discussion into a new thread. After all, this is a place for epic spell creativity :D ((BUt I do have a question though... how do you manage to get 14 attacks that hit?)) I'll stop mentioning this after this post, but in answer to your question, a quarterstaff, perfect two-weapon fighting, double speed enhancements, and greater flurry. And there's a bite attack I didn't include. :D |
| Gemstone05-20-06, 09:21 AM | The contest is complete and we have a winner, which is Draegon furry, because he was the fastest of the contestants to enter a spell :D Why this thread hasn't been stickied yet, I can't tell... So much material can be taken from here that it's sick! It hasn't even been added to the important Epic Links :O So, keep up the good work an we'll have a chance of being stickied ;) Until then, Im working on a new contest, but this time I'll have some clearer rules... Creativity is the chief thing when it comes to epic spell creation, so keep it up ^^ |
| syl_karagh05-20-06, 01:18 PM | Can you please explain what you mean? If there is a weakness in my spell I would like to know what it is to see if I can strengthen it... Cheers Well my point was that an Inititate would block your spell (since a ward he creates stops all spells and SP) but rereading the Destroy seed I saw that's not possible. :mad: SEED: DESTROY Transmutation Spellcraft DC: 29 Components: V, S Casting Time: 1 minute Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the destroy seed destroys only part of any very large object or structure targeted. The destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a ward spell. |
| lavekkia05-25-06, 08:07 AM | Fire In The Abyss(elven high magic) Evocation[acid]/Abjuration Spellcraft DC: 91 Components: V, S, F Casting Time: 1 std action Range: touch Target: 1800 ft radius Duration: Instantaneous Saving Throw: None Spell Resistance: Yes To Develop: 819000 gp, 17 days, 32760 xp; Seeds: dispel(DC 19), energy(acid)(DC 19); Factors: 1 std action casting time(DC + 20), change range to touch(DC + 4), synchronize dispel(ad – hoc DC + 6), change area to 20 ft radius(DC + 2), increase radius to 1800 ft(DC + 360), bonus CL check + 40(DC + 30), increase dmg to 40d6(DC + 60), maximize dmg(DC + 21); Mitigating Factors: can be cast only underwater(ad – hoc DC – 4), improved life sacrifice(DC – 75), arcane focus(mythallar)(DC x 1/5); The elven ritual has been cast three times during the Netheril Age by three High Mages of Aryselmalyr: everyone of them chose to sacrifice his life hoping to destroy the underwater netherese enclaves that threatened the lives of their people . The spell combine a powerful dispelling magical wave with an explosion of acidic energy. The dispelling wave is synchronized to happen an instant before the burst of acid which deals 240 hp of acid damage. The spell requires the caster to touch the Mythallar (which disintegrates the caster without saving throw). The magical weave shut down the mythallar power thus disabling the magical reinforcement and the acidic burst corrodes away the crystalline shell that surrounds the enclave; at this point the enormous pressure of water crush the weakened shell wiping away everything. Arcane Focus: 1 Mythallar by lavekkia |
| Malakai_Demonos05-28-06, 03:10 AM | Hello there, just developed my first epic spell, and wondered what you'll thought. Inspired by Draegun Fury's RAPHAIM, the spell that transforms you into a titan. I am very concerned about if my adhoc modifiers are enough. My DM has approved it, and I was wandering if it would be too broken even at epic, especially as early as I could cast it. Heavenly Transformation Transformation Spellcraft DC: 69 Components: V S Casting Time: 12 days, 12 minutes, 12 Seconds Range: 300ft Area: Personnel Duration: INstantaneous Saving Throw: None, harmless Spell Resistance: Yes, harmless To develop: 621,000gp; 13 days; 24,840 XP; Seeds: Transform (21), Life (27) Factors: transform into outsider (+5), new form has 22 HD (+14), acquire all extraordinary and supernatural abilities of a Solar (adhoc +50), acquire all spell-like abilities of Solar (adhoc +50), caster’s HD, BAB, saves, and base skill points change to that of an outsider (adhoc +50), change duration from Permanent to instantaneous (adhoc +25), new constitution score determines bonus HP (adhoc +25), gain the mental abilities of a Solar that are higher than your own (adhoc +50) Mitigating factors: increase casting time by 10 minutes (-20), increase casting time by 12 days (-24), ritual: one 9th level spell slot (-17), 11 7th level spell slots (-187) Upon completion of this spell the caster transforms into a fully formed Solar. He gains all extraordinary and supernatural qualities and abilities, and spell-like abilities of a Solar. He is also treated as an outsider for HD, BAB, and skill ranks. He must re-roll his hit points and his new constitution modifier counts for bonus HP. However, he does not gain the Cleric spells of a Solar and when he gains a new class level he gains all of its abilities except for HD, BAB, and skills, for these he is treated as gaining an outsider HD. To be able to cast this spell, the caster must contact and gain the support of a Solar that seeks the approval of their god. If the Solar and caster’s request is granted, the caster and Solar are joined by 11 trumpet archons who perform an ancient song lasting 12 days, 12 minutes and 12 seconds. During the last six seconds of the spell, the solar casts miracle and each of the 11 trumpet archons cast holy word. A Heavenly chorus of eleven Trumpet archons and one solar thunder an epic melody that reminds you of the song of creation, you can’t help but to sing along and you are amazed that you know the words by heart, you know that the song is endless but it seems over before it began. On the last note, they each cast a spell and you can feel your entire being changing. In an instant, the matter that forms you is altered and you are reformed into a new being. When the transformation is complete, you see that you mirror the solar before you. As he welcomes you as his new brother, you can remember things you never knew before and you realize that nothing is the same. Shortly after the ritual is over, you new brother offers to teach you that you still have the power you did before, and more. By:Malakai_Demonos |
| Karsus the Mad05-28-06, 11:28 AM | retain all class abilities and saves regardless of change to hit die (adhoc +25) I don't think this is nescessary, if I understand correctly, as the seed description states that you retain as such. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. If your DM approved it already, then it's good to go:) I am however confused over the Life seed. You're not returning anything to life, nor are you granting life to anything that did not already have it. Fortify (for the increases in the various stats) would prolly be more suiting. Overall it's rather nice. Not particularly difficult to cast either (which is always a plus for casters!) :) |
| Malakai_Demonos05-28-06, 03:35 PM | I don't think this is nescessary, if I understand correctly, as the seed description states that you retain as such. True, however, my spell actually makes you an outsider and changes all of your HD to outsider hitdie, especially for purposes of BAB, HP, and even skills. Plus with this spell, your hit points do change. Most of what you are changes, except for your spell casting and special abilities granted by your classes. Plus, your own saves don't change to that of an outsider, meaning a strait wizard would still have a poor fort save, might change that. If your DM approved it already, then it's good to go I am however confused over the Life seed. You're not returning anything to life, nor are you granting life to anything that did not already have it. Fortify (for the increases in the various stats) would prolly be more suiting. Overall it's rather nice. Not particularly difficult to cast either (which is always a plus for casters!) I included the life seed for flavor, you are changing most everything about yourself, you are practically making a new life. Hense why I thought it was appropriate, plus the DC was just too damn low with out it. |
| Draegun Fury08-07-06, 06:30 PM | Hy guys, sorry I've been away for so long, I've been preparing for the New Born :D Only 3 weeks to go :D Here's spell that I REALLY Like, based off one of the developer's flawed pre-made Epic Spells. Cheers. Enslave the Masses Enchantment (Compulsion) [Mind-Affecting] Spellcraft DC: 153 Components: V, S, XP, M Casting Time: 100 days, 11 minuets Area: 100ft. radius emenating from caster. Duration: Permanent (D*) Saving Throw: Will negates (DC 70 + Caster’s Ability modifier) Spell Resistance: Yes To Develop: 1,377,000 gp; 28 days; 55,080 XP. Seed: compel (DC 19). Factors: change from target to area (20ft. Radius spread) (+10 DC), Increase area 400% (+16 DC), stricter compulsion of any creature (ad hoc +11 DC), Gain +50 bonus on caster level check to overcome target’s spell resistance (+100 DC), Gain +100 on caster level check to beat foe’s dispel effect (+200 DC), Increase Spell’s Saving Throw DC by 50 (+100 DC), dismissable by caster* (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minuets (-20 DC), increase casting time by 100 days (-200 DC), burn 20,000 XP (-200 DC), expensive Material Component (-1717 DC). Anyone within 100ft. of the character must make a will save each round or become a permanent thrall of the character's. The character establishes a telepathic link with the subject’s mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character’s thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it. XP Cost: 20,000 XP. Material Component: Rod of Epic Might. *The caster can Dismiss each individual from his service, as a separate action, or he can choose to dismiss the entire spell. I hope you all like it. |
| Razz08-13-06, 03:41 PM | Interesting thread, but I have a question: I noticed Amaunator's Eternal Sun and Proctive's Move Mountain are on here...why is that? One is from Power of Faerun and the other Player's Guide to Faerun. Did the spell's start off here and eventually ended up in a WotC product??? :confused: |
| Starmage2108-13-06, 07:30 PM | Interesting thread, but I have a question: I noticed Amaunator's Eternal Sun and Proctive's Move Mountain are on here...why is that? One is from Power of Faerun and the other Player's Guide to Faerun. Did the spell's start off here and eventually ended up in a WotC product??? :confused: They came here from the books, probobly because of some mathematical error or somesuch and were "improved" by those of us who inhabit these boards. |
| lavekkia08-13-06, 08:34 PM | They came here from the books, probobly because of some mathematical error or somesuch and were "improved" by those of us who inhabit these boards. It was precisely for that reason i rewrote the two spells: Amaunator Eternal Sun math was right but i rewrote it using the Light homebrew seed (i felt it more suited to the purpouse) Proctiv Move Mountain was simply wrong: using the correct formula the DC should have been in the millions ! So i "cheated" creating a seed (gravity) which works on an area and not on weight; many don't agree with this interpretation... this is up to you and your DM |
| Draegun Fury08-26-06, 04:32 AM | United We Stand Transmutation Spellcraft DC: 281 Components: V, S, XP Casting Time: 100 days 11 minutes Range: 300ft. Area: 300ft. Radius. Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes To Develop: 2,529,000gp; 51 days; 101,160xp. Seed: transform (DC 21). Factors: All sizes (+54 DC), transform non-magical, inanimate object of up to hardness 40 (+90 DC), change creature Type (+5 DC), change into incorporeal (+10 DC), overcome incorporeal immunity to transformation (+10 DC), overcome all immunity to transformation (ad hoc +20 DC), transform into someone specific (the finsished product) (+25 DC), Gain up to 10 supernatural abilities (+100 DC), assumed formation can have HD up to 115 (+200 DC), change from target to Area (20ft radius) (+10 DC), increase area by 1400% (300’ radius) (+56 DC). Mitigating Factors: Burn 10,000xp (-100 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC). You Designate a 600ft. sphereical, area up to 300 feet away, everything in the area fuses into one being. As the caster, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it. The fused being has the total pooled hit points of all its component parts. The fused being knows all the powers and spells of all the component parts, has the sum of the component parts’ power points and spells per day, and knows or has prepared any spells the component parts possess (if any). Likewise, all feats, racial abilities, and class features are pooled (if component parts have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of the component parts’, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of any component part, and it manifests powers at the highest of the manifester levels that component parts possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored if the spell is dispelled. If the spell is dispelled, the fused being separates. The component parts appear in the areas surrounding you that you determine. If separation occurs in a cramped space, the component parts are expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between the component parts if the spell is dispelled. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between the component parts (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between the component parts. (If an odd number of negative levels or ability score reductions must be split, you decide which of the component parts receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, all of which are also dead. XP Cost: 10,000xp |
| danielmayer09-07-06, 03:16 AM | Archdragon Ascension (Transmutation, Creation) Spellcraft DC: 55 Components: V, S, 10.000 XP, M, Special: Caster must have - access to a full copy of the Draco Mystere when developing the spell, - the necessary Seed knowledge (Fortify, Transformation, Life) and - at least 10 ranks in knowledge (religion) for the usage of Seed: Life - Seed Specialist in Transmutation and Life (Through Spell Focus or Elven High Mage) Casting Time: 100 days Range: Self Only Area: Sely Only Duration: Permanent Saving Throw: None Spell Resistance: No To develop: gp; days; XP; To develop: Seeds: Transform (DC 21), factors: +5 other type, +10 breath weapon, +10 changing form, +10 gain spell resistance, +10 fire immunity, +10 ageless, +10 damage resis-tance, +10 true sight, +34 starting at 32HD; new life form: Seed Life (DC 27); Fortify (DC 19), factors +16 pushing Wis+4 and Cha +5, X 5 permanent = DC 157+(35*5); total DC = 332; mitigating factors: -25 seed specialist (Fortify, -5 before Permanency), -20 DC casting time 20min., -100 DC usage of 10.000 XP, -100 DC casting time 50 days, -2 DC self only, -10 seed specialist (Transform, Life), -20 ad-hoc “Draco Mystere”; end DC= 55. Dragon Master/Dracologist of class level 20 may take a 25% discount of gold and XP costs of developing the spell (class feature). This epic spell turns the caster in a new life form, an Archdragon. As this spell turns the caster into a golden Archdragon, even Dragon Masters/Dracologists of other colours may end up in this form, as long as they have a LG or NG alignment. The new Archdragon gains the physical characteristics of a very old gold dragon (St, Dx, Con, HP (32HD), Attacks, Wings, etc.). The mental abilities remain “as is”, i.e. Int, Wis, Ch remain. Wis and Cha gain permanently an inherent +4/+5 bonus after successful transformation. The Archdragon may change between his dragon and human form at will, needing a full turn to do so. Most special abilities gained (fire immunity, agelessness, SR, DR, true sight) are available in both forms. The Archdragon ages no more, but may gain new Hit Dice or PC levels as usual, opening the dragon prestige classes and feats for him. He gains no quasi-deity status and may of course die of massive damage, but not of age anymore, so any boni and mali caused by aging are not applicable anymore. The spell itself is to be developed quite individually, this is the spell Laren Nightmaster invented and used. Note that some other abilities (immunity to paralyze, sleep immunity, darkvision) are gained through the Draco Mystere or - if not available - not. The DC would increase, too, if not available. Especially the might of the Archdragon (HD and special abilities) may vary greatly between different spell inventions. After completing this spell, the caster is considered a very old gold dragon, regarding physical abilities, SR, DR, etc. The caster retains his casting abilities and other inherent supernatural or spell-like abilities. Other special abilities of typical gold dragons (luck bonus, etc.) are not gained. Archdragons are not identifiable just on sight, they look quite identical to “normal” dragons of their colour. True Sight may reveal an always shifting form of a human resp. dragon around the real body in sight. Power-detecting spells will identify the much more powerful spellcasting abilities than a “normal” dragon would have – after all, the minimum arcane caster level to change into an Archdragon with *this version of the spell* is 27 (W7/Drac20), epic level as it is… A special note on “starting HD”: The Archdragon spell may only turn the caster into a dragon of max. his own character-level in HD at most. So Laren was of lvl 32 when developing this spell and tried to get most out of it. Starting with less HD than possible is allowed and may give more special abilities than physical prowess regarding the Spellcraft DC. Material Component: See above, "Components" XP cost: 10.000 to cast by Laren Nightmaster |
| lavekkia09-11-06, 05:59 AM | well i'm back :) so i hope i will enjoy this :D Rainbow Fire(Spelljammer) Evocation[fire] Spellcraft DC: 132 Components: V, S, XP, Backlash Casting Time: 1 std action Range: 12000 ft Area: 1500 ft radius Duration: instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 111880000 gp, 224 days, 47520 xp; Seeds: energy(fire)(DC 19), destroy(DC 29); Factors: decrease casting time to 1 std action(DC + 20), increase area(1500 ft)(DC + 300), increase dmg(30d6)(DC + 40), override planar trait(personal range)(ad – hoc DC + 20), destroy phlogiston(ad – hoc DC + 6); Mitigating Factors: can be cast only in the phlogiston (ad – hoc DC – 4), backlash(20d6)(DC – 20), burn 5000 xp(DC – 50), caster become exhausted *(DC – 8), additional research time *(100 days)(DC – 20), lose spellcasting ability *(20 days)(DC – 200); This powerful spell can be cast only into the plane of Phlogiston: it causes a fluctuation in the density of the mysterious substance and a subsequent ignition. The detonation builds up into a chain reaction that spreads in every direction. This has various effects: the first an foremost is huge ball of flaming gas of 1500 ft radius consumes everything dealing 30d6 of fire dmg in every direction. The shockwave has the secondary effect of blasting away ships: every ship caught into the explosion is affected entirely by the spell; the ship is also affected by a critical hit and the helmsman must immediately make a saving throw to avoid a Spelljammer Shock (DC equal to caster lvl). The third effect of the spell is that burns out phlogiston; thus it effectively create a very little planar rift of 1500 ft radius, into this rift spelljamming travel is impossible so the ship is shunted out of reality. The final effect of this is up to the DM depending of the campaign (for example in the campaign for which the spell is designed the ship is instantly moved to the prime material plane in the interstellar space between the stars and must travel at cruising speed until it reaches the nearest crystal sphere where it can re-enter the phlogiston plane). NOTE: A daring (or foolish enough) helmsman could try to “surf the shockwave”: by performing a loop manoeuvre (Pilot or profession(helmsman) DC 35) the ship is pushed away in a random direction at breakneck speed for 3d10 turns. The ship must roll 2 Critical Hits but it is otherwise unharmed. If the helmsman exceed the check by 10 or more he can point the ship in the desired direction thus shortening the travel duration: the DM must roll 1d20 and subtract that quantity from the duration of the travel between 2 spheres. NOTE: Given the fact that the spell is cast in the phlogiston and the spell has the fire descriptor it is automatically Maximized and Empowered and Widened despite Metamagic effects could not be normally applied to epic spells. XP Costs: 5000 xp Backlash: 20d6 NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| lavekkia09-11-06, 03:37 PM | Terraforming(Spelljammer) Conjuration(Creation) Spellcraft DC: 72 Components: V, S, M, XP Casting Time: 10 hours 10 min + 10 min build – up Range: 0 Target: 250 miles + 2 miles/lvl radius Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 648000 gp, 313 days, 25920 xp; Seeds: energy(weather)(DC 25), gravity **(DC 27), replicate **(DC 23), life(DC 27); Factors: increase area(250 miles radius)(DC + 125), scale area with caster lvl (DC + 25), create fertile soil(ad – hoc DC + 20), create magnetic field(ad – hoc DC + 10), raise temperature to 22 °C(ad – hoc DC + 20), replicate 3rd lvl spell (plant growth)(DC + 10), replicate divine spell (DC + 10); Mitigating Factors: increase casting time 10 min(DC – 20), increase casting time 10 hours *(DC – 20), burn 5000 xp(DC – 50), arcane material component *(major helm)(DC – 100), additional research time *(300 days)(DC – 60); No one knows the exact origin of this ancient spell but many speculate that the Gods created and used it many times to reshape the Crystal Spheres from the primordial chaos that followed the creation of the Material Plane. The spell creates life: it reshapes a lifeless asteroid or chunk of rock giving it earth – like gravity, atmosphere, a magnetic field to protect it from solar wind, a fertile soil, a temperature suitable to human life; if the asteroid/planet is big enough it may develop some climatic pattern. The spell also creates some natural plant life; the details are left to the caster. Note that if the Terraforming does not encompass all the planet/asteroid the part left out will remain bare and lifeless but atmosphere and gravity will gradually “bleed” away so given enough time eventually all the surface will have the same gravity, atmosphere and magnetic field. XP Costs: 5000 xp Arcane Material Components: Major Spelljammer helm NOTE: factors and mitigating factors marked with * can be found here : http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| lavekkia09-15-06, 02:54 PM | Slap Of Thunder Transmutation Spellcraft DC: 40 Components: V, S, XP, Backlash Casting Time: 1 std action Range: 1200 ft Target: creatures or objects within 675 ft Duration: Instantaneous Saving Throw: Will negates or none Spell Resistance: Yes or no To Develop: 360000 gp, 108 days, 14400 xp; Seeds: Telekinesis **(DC 23); Factors: decrease casting time (1 std action)(DC + 20), increase range (300 ft)(DC + 60), increase weight (1000 lbs)(DC + 80); Mitigating Factors: burn 3 psi – like abilities *(telekinetic thrust)(DC – 90), backlash(16d6)(DC – 16), burn 1000 xp(DC – 10), increase research time *(100 days)(DC – 20), Expend Psionic Focus *(DC – 7); This spell was developed by the Lich Queen to increase greatly her psi – like powers. The epic spell allows the caster to lift off up to 1375 lbs of material and thrust them towards a creature or object within range. The objects hurled deal 1 hp per 25 pounds of weight or 1d6 per 25 pounds of weight (for hard and dense materials like a boulder). The caster can thrust up to 15 objects that are not more than 10 ft apart (providing that their total weight doesn’t exceed 1375 lbs). XP Costs: 1000 xp NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 NOTE: seeds marked with ** can be found here: http://boards1.wizards.com/showthread.php?t=590308 NOTE: The spell is supposed to be created by a psionic githyanki (detailed in the XPH) by lavekkia |
| Magius_Rerecros09-16-06, 01:03 PM | Spawn Undead Spellcraft DC: 43 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Corpse Touched Duration: Instantaneous Saving Throw: None Spell Resistance: No Creation: 522000 gp; 11 days; 20880 xp; Seeds: Animate Dead (DC 23) Factors: Decrease Casting Time to 1 action (DC +20) You animate a corpse into any type of undead of the same size or smaller, with a Challenge Rating equal to, or lower then, your HD. Intelligent undead creatures are not immediately under your control, but unintelligent undead are. Templates can be applied to the undead, and if you choose the Evolved template (or a similar template) you choose the spell-like ability it gains rather then randomly rolling for it. |
| lavekkia09-16-06, 07:49 PM | Telamont’s Reality Of Illusion(Shadovar) Illusion(shadow)[variable] Spellcraft DC: 37 Components: V, S, M, F, XP, Backlash Casting Time: 1 std action(but see text) Range: 0 Target: 1 spell Duration: same as spell Saving Throw: Will disbelief Spell Resistance: Yes To Develop: 333000 gp, 7 days, 13320 xp; Seeds: shadow(DC 23); Factors: replicate up to 9th lvl spell(any)(DC + 40), choose spell from any school(DC + 14), replicate both divine and arcane spells(DC + 10), decrease casting time 1 std action(DC + 20); Mitigating Factors: require feat *(Shadow Weave Magic)(DC – 12), require feat *(Insidious Magic)(DC – 16), require feat *(Pernicious Magic)(DC – 16), require feat *(Tenacious Magic)(DC – 16), backlash 10d6(DC – 10); This is not well known utilitarian spell crafted by the High Prince Of Shade when he needs some spell he had not prepared early. The epic spell allow the caster to duplicate the effects of another 1st – 9th spell; either arcane or divine. The caster is free to choose the spell he wants to duplicate at casting time; he must provide material components, arcane/divine focus and xp of the original spell. The spell acquire the duration of the replicated spell; casting time of the spell is 1 std action (even if the normal casting time is less than 1 std action) or the normal casting time whichever is higher. XP Costs: same as replicated spell Arcane Material Components: same as replicated spell Arcane Focus: same as replicated spell Backlash: 10d6 NOTE: factors and mitigating factors marked with * can be found here: http://boards1.wizards.com/showthread.php?t=432709 by lavekkia |
| Karsus the Mad09-16-06, 11:47 PM | From the wording of the shadow seed, I don't think you need to have an adhoc factor for choosing at the time of casting. I think that's inherent to the seed, otherwise I don't see the reason for them including a factor to increase the number of schools you can choose a spell from, since the seed provides one school already, and it can only duplicate a single spell (duplicating more spells would require more applications of the seed). |
| Gemstone09-17-06, 06:05 AM | Wow... just wow... you've manage to put up 2 entire posts (over 100k characters) filled with Epic Spells :D I'm deeply impressed! Therefore, I'll kick up the next Epic Spell challenge! I'll start a new thread (so more people can join in). I'll hope you'll be there |
| lavekkia09-17-06, 09:32 AM | From the wording of the shadow seed, I don't think you need to have an adhoc factor for choosing at the time of casting. I think that's inherent to the seed, otherwise I don't see the reason for them including a factor to increase the number of schools you can choose a spell from, since the seed provides one school already, and it can only duplicate a single spell (duplicating more spells would require more applications of the seed). Done ;) I have 2 more spells which are almost finished... Another one is at early stage of development There are also a bunch of epic spells which i'm toying with (Proctiv Seal Crystal Sphere, A Supernova, the psychoportive power used by Illithid to jump back in time and others i don't remember) |
| Taeldrin Laesrash09-17-06, 09:49 AM | Eye of Cacaphony Evocation [Sonic] Spellcraft DC: 67 Components: V, S Casting Time: 1 minute Range: See text Effect: 1 magical sensor that can emit a bolt of damaging noise. Duration: 40 minutes Saving Throw: Reflex half Spell Resistance: Yes To Develop: 603,000 gp; 13 days; 24,120 XP. Seed: reveal (DC 19), energy (DC 19). Factors: imbue with ability to use bolt as spell-like ability at will (+25 DC), create mobile sensor (+2 DC), increase duration by 100% (+2 DC). This spell creates a magic sensor anywhere within 30 ft. of you. The sensor takes the form of a white, pupiled eyes that shakes and hums with a sonorous energy. You can see through the eye as if you were looking at the area, and the eye can move with the caster, up to 30 ft per round. In combat, the ee's humming becomes disruptive screeches, as it focuses its noise into damaging bursts at your enemies. Once per round, the eye releases a bolt of energy 5 ft wide and 300 ft long, dealing 10d6 points of sonic damage to the target, who can make a Reflex save for half. When there are no enemies within 100 ft of the eye, it becomes dormant again. Arcane Disruption Enchantment [Compulsion] (Fear, Mind-Affecting) Spellcraft DC: 70 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: 1 living creature Duration: 20 minutes Saving Throw: Will Negates Spell Resistance: Yes To Develop: 630,000 gp, 13 days, 24195 XP; Seeds: afflict (DC 14). Factors: Increase penalty to caster level by 9 (+36 DC), increase DC by 10 (+20 DC). Waves of crackling energy speed into a spellcaster, blocking their flow of magic. If the target fails their save (DC 30+ability modifier), their caster level receives a -10 penalty. |
| lavekkia09-17-06, 07:26 PM | Wish Of Consumption(Githyanki) Universal[evil] Spellcraft DC: 41 Components: V, M, Backlash Casting Time: 1 std action Range: see text Target: see text Duration: see text Saving Throw: see text Spell Resistance: Yes To Develop: 369000 gp, 158 days, 14760 xp; Seeds: replicate **(DC 23); Factors: remove somatic component(DC + 2), decrease casting time (1 std action)(DC + 20), remove xp component *(DC + 50), replicate 9th lvl spell(wish)(DC + 40); Mitigating Factors: arcane material component *(soul gem 17000 gp or more)(DC – 7), destroy the trapped soul(17 HD)(ad – hoc DC – 17), lose spellcasting ability 3 days *(DC – 30), additional research time *(150 days)(DC – 30), backlash (10d6)(DC – 10); Using this vile ritual the Lich Queen utterly destroy the soul of a creature trapped with a soul gem and use the power of the victim to power the spell. The epic spell works the same way as a Wish spell aside from the non – trivial fact that doesn’t require the expenditure of xp from the caster. Obviously the casting of the spell should be considered an evil act. XP Costs: always 0 Arcane Material Components: black sapphire containing a soul worth 17000 gp Backlash: 10d6 by lavekkia |
| lavekkia09-19-06, 05:59 PM | Born Of Silver And Flame(githyanki) Conjuration(healing)/Transmutation Spellcraft DC: 40 Components: V, S, DF, XP Casting Time: 10 hours 10 min Range: touch Target: 6 githyanki eggs Duration: instantaneous Saving Throw: Fort negate Spell Resistance: Yes To Develop: 360000 gp, 408 days, 14400 xp; Seeds: transform(DC 21), fortify(DC 17), life (DC 27); Factors: change form target to touch(DC + 4), add 5 extra targets(DC + 50), add dragon type to present type(ad – hoc DC + 15), maintain githyanki blood(ad – hoc DC + 5), ability to breed true(ad – hoc DC + 40), increase natural armor (4)(DC + 6), acquire Su ability (breath weapon)(DC + 10), acquire Su ability (smite good)(DC + 10); Mitigating Factors: increase casting time 10 min (DC – 20), increase casting time 10 hours(DC – 20), additional research time *(400 days)(DC – 80), work only on githyanki eggs(ad – hoc DC – 25), lose 3 prepared slots(DC – 15), burn 500 xp (DC – 5); Vlaakith the Lich Queen perfected this ritual in the deepest secret. Her objective was to create a new race of githyanki warriors. She mixed the blood and the power of fiendish red dragons from the Nine Hell with the blood of her people. After many months (or years, time has a little meaning to a lich) of research her experiments finally were successful: she had created a new race of warriors – the Duthka’gith. The spell must be cast over a clutch of githyanki eggs (maximum 6 at time) carefully selected trough magical scrying. At the end of the ritual the unborn eggs mutate slightly acquiring a red hue. From these eggs a new generation of Duthka’gith will be spawned. NOTE: for additional info regarding Duthka’gith see Dungeon #100 and Polyhedron #159 XP Costs: 500 xp by lavekkia |
| gula09-25-06, 11:34 AM | Ioulaum's Imbue Mythallar Evocation (Netherese) Spellcraft DC: 278 Components: V, S, M, F, XP Casting Time: 3 days, 11 minutes Range: 30 ft. Effect: Imbues a mythallar to support quasi-magic items in a 1 mile diameter Duration: Permanent Saving Throw: No Spell Resistance: No To Develop: 2,502,000gp, 51 days, 100,080 XP; mythal (DC 25); Factors: Major prevalent power (allow creation of quasi-magical items,+1,300), increase area to 1 mile diameter (+104); Mitigating Factors: Anchored (x3/4), Focused (x3/4), Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200). Ioulaum created this spell after the Fall of Netheril, but has yet to actually test it. In theory, this spell gives a mythallar it's ability to provide the XP of any item creation costs within the 1 mile diameter of effect. All magic items crafted within the area are automatically quasi-magical (fully functional magic items within the 1 mile radius of a mythallar, but non-magical items outside) in nature. For more information on Mythallars and their function, check Lost Empires of Faerun, Artifacts of the Past. Material Component: rod of excellent magic Focus: mythallar XP Cost: 20,000 XP How does this spell make a Mythallar different than the one in Lost Empires of Faerun? |
| lavekkia09-25-06, 01:42 PM | How does this spell make a Mythallar different than the one in Lost Empires of Faerun? nothing, if i m not terribly mistaken. The spell can also be used to recharge a non functioning mythallar (Karsus can corfirm this by himself). |
| lavekkia09-25-06, 04:59 PM | Evil Fog Evocation[fire, cold, electricity]/Necromancy[evil] Spellcraft DC: 58 Components: V, S, F, XP; Casting Time: 10 hours 10 min + 10 min build – up; Range: 0 Target: 120 miles radius Duration: Instantaneous Saving Throw: Fortitude negate Spell Resistance: Yes To Develop: 514800 gp, 11 days, 20592 xp; Seeds: energy(weather)(DC 25), replicate **(DC 23), destroy(DC 29), animate dead(DC 23); Factors: increase radius (120 miles)(DC + 240), replicate 8th lvl spell(pestilence)(DC + 35), increase Con dmg (3d3)(DC + 6), increase dmg die to 1d6(DC + 20), destroy plant life an fertile soil(ad – hoc DC + 10), animate afflicted subjects when dead (ad – hoc DC + 6), any type of undead(random)(DC + 9), increase HD of undead(control and create – 240 HD)(DC + 300); Mitigating Factors: increase casting time (10 min)(DC – 20), increase casting time *(10 hours)(DC – 20), burn 20000 xp (DC – 200), lose 40 prepared spells *(DC – 200), arcane focus(altar of destruction)(DC x 1/5); This epic spell summon a pale mist that can be easily confused for normal fog. Unlike normal fog this evil mist does not follow the wind and it’s not dispersed when meteorological conditions change. This evil fog has a green – black tint that is not easily spotted (Spot DC 35) and carries a plague within itself: anyone making contact with fog or with an infected being must succeed a Fort saving throw DC 12 or contract a lethal disease. The incubation period is 2d6 + 4 days; after that the victim lose 3d6 Con and 1d6 Dex. Anyone who perish from the disease will be reanimated as undead under the course of 3 hours. The evil fog clings to plant life and destroy it: slowly, over the course of 1month any type of terrain is reduced to barren wasteland incapable of sustaining again plant growth, only magic of epic level can restore the soil to natural state; any form of magical plant growth (aside from ad – hoc epic spells) will fail even when terrain has been cleansed. XP Costs: 20000 xp Arcane Focus: altar of destruction; by lavekkia |
| lavekkia09-25-06, 08:17 PM | Nega Genesis Telepathy[Death, Mind – Affecting] Psicraft DC: 42 Display: Vi, Me, XP, Backlash Manifesting Time: 1 std action Range: 300 ft Area: 600 ft radius Duration: Concentration Saving Throw: Fortitude Negates Power Resistance: Yes To Develop: 378000 gp, 8 days, 15120 xp; Seeds: psionic replicate **(DC 29); Factors: 1 std action manifesting time(DC + 20), replicate 9th lvl power(Id Cascade)(DC + 40), change from target to area(DC + 10), change area to 20 ft radius(DC + 4), increase area 600 ft (DC + 120), increase range 300 ft (DC + 6), augmentable power *(DC + 10); Mitigating Factors: manifester become exhausted *(DC – 8), lose psionic focus *(7 days)(DC – 49), burn 17 power points *(DC – 85), burn 2000 xp (DC – 20), backlash 35d6 (DC – 35); The epic power induce a mental death spiral in every creature in the area that possesses intelligence, killing it instantly. Augment: For each successive round beyond the first that you continue to concentrate and pay an additional 5 power points per creature, you can target the remaining ones; you can choose at the beginning of any round how many and which creatures target with the power. For any round the creature remains in the area is an eligible target. Each time you target the same creature on a subsequent round and pay an additional 5 power points, the creature receives a cumulative –2 circumstance penalty to its saving throw. Thus, if the same creature is targeted for 3 rounds, its saving throw on the third round is assessed a –4 circumstance penalty. If you choose to not affect a creature for one round (as you would do if the creature enters the area after the manifestation of the power), saving throw penalties start again at zero. XP Costs: 2000 xp Backlash: 35d6 by lavekkia |
| gula09-26-06, 10:58 AM | nothing, if i m not terribly mistaken. The spell can also be used to recharge a non functioning mythallar (Karsus can corfirm this by himself).So it can create a new Mythallar? |
| lavekkia09-26-06, 01:56 PM | Yes |
| Karsus the Mad09-26-06, 08:32 PM | I made Ioulaum's Imbue Mythallar as a means for Ioulaum to recharge an existing mythallar after the Fall of Netheril, but it could just as easily be used to create new mythallars:) |
| Karsus the Mad10-10-06, 12:56 PM | Karsus's Spell Charger Abjuration Spellcraft DC: 80 Components: V, S, M Casting Time: 10 hours, 11 minutes Range: Touch Target: One creature Duration: Special Saving Throw: None Spell Resistance: None To Develop: 720,000gp, 15 days, 28,800 XP ; Seeds: none; Factors: augment major magic item x3 (+120); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20). Upon casting, this spell allows the target to absorb spells or spell-like abilities into himself. The magic absorbed must be a single-target spell or a ray directed at either the target or his equipment. The magic is then absorbed and can be used to power spells. The target can instantly detect a spell’s level as this epic spell absorbs that spell’s energy. Absorption requires no action on the part of the target. The target of Karsus's Spell Charger can use captured spell energy to cast any spell he has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the target must be equal to or greater than the level of the spell he wants to cast and that any material components required for the spell be present. Karsus's Spell Charger allows the target to absorb up to 150 levels worth of spells. If the target attempts to abosrb a spell that would go over this limit, Karsus's Spell Charger does not absorb it and the spell takes effect as normal. Karsus's Spell Charger lasts until all absorbed energy is expended. Material Component to be Augmented: rod of absorption. |
| lavekkia10-11-06, 09:45 AM | Evil Queen Comeback(githyanki) Necromancy[evil] Spellcraft DC: 76 Components: V, S, XP Casting Time: 10 hours 11 min Range: personal Target: self Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 684000 gp, 14 days, 27360 xp; Seeds: Heal/harm(DC 25), Animate Dead(DC 19), Contingency **(DC 25); Factors: change range to personal(DC + 10), increase harm dmg(600 hp)(DC + 120), scale dmg with caster lvl(DC + 25), held contingency(DC + 20), animate body instantly(ad – hoc DC + 30); Mitigating Factors: increase casting time 10 min (DC – 20), increase casting time 10 hours *(DC – 20), burn 5000 xp (DC – 50), caster become exhausted *(DC – 8), lose 20 prepared slots *(DC – 100); This spell is one of the tricks that make the Lich Queen a fearsome opponent: should her body being destroyed the contingency activates and transfer the soul from the phylactery to the nearest corpse available and immediately animates it. The corpse appearance slowly changes to match the Lich Queen aspect (over the course of 2d4 hours) but for game purposes the new animated corpse IS Vlaakith. The spell also heals the lich queen of 600 hp + 10 per caster lvl and eliminates every form incapacitation (blindness, confusion, insanity etc.). The Lich Queen can choose to “held” the contingency and reanimate normally. XP Costs: 5000 xp by lavekkia |
| Karsus the Mad10-12-06, 12:35 PM | Sash of Spells Transmutation (Netherese) Spellcraft DC: 105 Components: V, S Casting Time: 11 minutes Range: personal Effect: creates a magical sash that holds up to 8 spells. Duration: Permanent until discharged Saving Throw: No Spell Resistance: No To Develop: 945,000gp, 19 days, 37,800 XP; Seeds: simbul's spell matrix (DC 13); Factors: increase capacity by 7 spells (+28), include up to 9th level spells (+40), permanent (x5); Mitigating Factors: increase casting time by 10 minutes (-20), burn 20,000 XP (-200), expensive material component (-80). This potent spell betrays its presence by a diagonal line of radiance on the casters body. The glow of a sash of spells shines through clothing, magical darkness, disguises, and cannot be hidden. During the next 8 rounds, the line of radiance hangs in front of the caster, curling down to touch his or her feet, and receives all spells cast into it by the sash-caster or others during this time at a rate of one spell per round. Such spells must be cast normally with any usual material components, but the radiance serves as their target. Whatever the normal area of effect or result of a spell, it is absorbed by the radiance without taking effect. (If two or more spells are cast into the radiance on the same round, all such simultaneous spells are lost, dissipating harmlessly, but they have no effect on spells already absorbed by the radiance, or on its absorption in rounds to come.). Absorbed spells can be of any level and type from any source (including magic items). After 8 rounds, the radiance drifts quickly around the casters body and joins its two ends, even if it's absorbed less than 8 spells. The caster is instantly made aware of all stored spells, including their precise effects and amount of damage, and can release them at any time thereafter, even if years pass before they are all used. Spells can only be released by the sash-caster willingly. A sash can be transferred from its caster to another creature by one round of direct flesh-to-flesh contact and a willed transfer but both the caster and the recipient must be willing or no transfer occurs. When such a transfer is made, both the sash-giver and the person receiving the sash suffer 2d4 points of damage from the wild surges of magical energy involved. One spell per round can be unleashed from the sash by the will of its wearer as a quickened action. The death of the sash-wearer causes all stored spells in the sash to erupt spectacularly at the nearest targets. The caster can only have one sash of spells active at a time. Material Component: major ring of spell storing XP Cost: 20,000 XP |
| Draegun Fury11-06-06, 07:54 PM | PSYCHOKINETICIST TransmutationSpellcraft DC: 0 Components: XP, Ritual Casting Time: 100 days, 11 minutes Range: 12,000 ft Target: see text Duration: Permanent Saving Throw: Will negates or None Spell Resistance: Yes or No To Develop: 594,000gp; 12 days; 23,760 XP. Seeds:Telekinesis (FROM EPIC SEEDS EMPORIUM). Factors: Add an extra 14 Targets (+140 DC), Add Sunder ability (+30 DC), Increase Damage Die Four Steps up to a d20 (+40 DC), No Verbal Component (+2 DC), No Somatic Component (+2 DC), Increase Range by 1000% (+20 DC), Change Instantaneous Duration to One Round (DC x2), Make Permanent (DCx5). Mitigating factors: Increase Casting time 10 minuets (-20 DC), Increase Casting Time 100 days (-200 DC), 10 additional casters each contributing an 8th level Spell Slot (-150 DC), Burn 19,400xp Per Caster (-2,134 DC). Pscychokinesis, the ability to move objects with your mind, and move them you do. With barely hint of effort you can send objects flying across the room to slam into unsuspecting prey, or simply crush objects with your mind, sundering weapons and foes with equal ease. Sustained Force A sustained force moves up to fifteen objects weighing no more than 375 pounds each, up to 20 feet (per object) per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. The objects can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if an object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver Alternatively, up to fifteen times per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), sunder, or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Wisdom modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. Violent Thrust Alternatively, once per round you can hurl up to 15 objects or creatures (weighing no more the 375 pounds each) that are within range and all within 10 feet of each other toward any target within 375 feet. You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Wisdom modifier. Weapons damage die are increased 4 steps up to a d20 (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1d10 point per 25 pounds (for less dangerous objects) to 1d20 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes 1d20 points of damage. XP: 19,400 XP per Caster. |
| Dracomortis11-06-06, 08:44 PM | Hercules’ Unrestrained Might Transmutation Spellcraft DC: 85 Components: V, S Casting Time: 1 minute Area: 20-ft. radius Duration: 20 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 765,000 gp; 16 days; 30,600 XP. Seed: fortify (DC 17). Factors: increase bonus to +30 (+54 DC), change range from touch to target (+4 DC), change from target to 20-ft. radius (+10 DC). This spell grants the subjects a +30 enhancement bonus to their Strength score. |
| Dracomortis11-06-06, 09:05 PM | Guardian Angel Conjuration (Summoning) [Good] Spellcraft DC: 106 Components: V, S Casting Time: 77 days, 11 minutes Range: 75 ft. Effect: One summoned solar angel Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 954,000 gp; 20 days; 38,160 XP. Seed: summon (DC 14). Factors: summon CR 23 creature (+42 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (–20 DC), increase casting time by 77 days (–154 DC). You can summon a solar angel (Monster Manual page 12) to act as your permanent guardian. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. |
| Draegun Fury11-06-06, 09:10 PM | [EDIT]: Posted at sae time, this is in regards to Hercules' Unrestrained Might. Hey Drac, just a suggestion, for an Extra +14 DC, you can change that spell to a 20' Radius and give the benefits to all your Allies at once. Just change Touch to Target (+4 DC), the Target to Area 20' Radius (+10 DC). Cheers. |
| Draegun Fury11-06-06, 09:15 PM | Drac, you forgot to add in Permanent in the Factors (your math is right, you just missed the line, "Make duration Permanent (DC x5)". Guardian Angel Conjuration (Summoning) [Good] Spellcraft DC: 106 Components: V, S Casting Time: 77 days, 11 minutes Range: 75 ft. Effect: One summoned creature Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 954,000 gp; 20 days; 38,160 XP. Seed: summon (DC 14). Factors: summon CR 23 creature (+42 DC). Mitigating Factors: increase casting time by 10 minutes (–20 DC), increase casting time by 77 days (–154 DC). You can summon a solar angel (Monster Manual page 12) to act as your permanent guardian. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. |
| danielmayer11-07-06, 02:47 AM | Huh.... permanent Summoning of an Solar Angel? ... Does this spell have an alignment prerequisite or does it give an alignment shift if LG/NG/CG caster? :rolleyes: |
| Dracomortis11-08-06, 03:57 PM | Posted at sae time, this is in regards to Hercules' Unrestrained Might. Hey Drac, just a suggestion, for an Extra +14 DC, you can change that spell to a 20' Radius and give the benefits to all your Allies at once. Hmmm, an excellent idea. Added. Drac, you forgot to add in Permanent in the Factors (your math is right, you just missed the line, "Make duration Permanent (DC x5)". Ah, so I did. Thanks. Huh.... permanent Summoning of an Solar Angel? ... Does this spell have an alignment prerequisite or does it give an alignment shift if LG/NG/CG caster? By RAW, no, although I admit that it seems quite odd that an evil wizard could summon an angel and command it to kill innocents. This isn't an issue with clerics since they can't cast spells opposed to their alignment. |
| Dracomortis11-08-06, 04:11 PM | And, because I'm playing an epic conjurer soon, here's some more summoning spells. Engine of Destruction Conjuration (Summoning) Spellcraft DC: 150 Components: V, S, Ritual Casting Time: 1 minute Range: 300 ft. Effect: One summoned tarrasque Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 594,000 gp; 12 days; 23,760 XP. Seed: summon (DC 14). Factors: summon magical beast (+10 DC), summon CR 20 creature (+36), increase range 300% (+6 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (–20 DC), increase casting time by 10 days (–20 DC), ten additional casters contributing 6th-level spell slots (–110 DC), creature uncontrolled (ad hoc –30 DC). This spell summons the legendary tarrasque (Monster Manual page 240). You have no control over the summoned creature, and it attacks the nearest living creature. The summoned tarrasque does not go into slumber after being active as it normally would; the energy of the spell keeps it awake indefinitely. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting. |
| Dracomortis11-08-06, 04:13 PM | Envoy of Hell Conjuration (Summoning) [Evil, Lawful] Spellcraft DC: 98 Components: V, S Casting Time: 66 days, 11 minutes Range: 75 ft. Effect: One summoned pit fiend Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 882,000 gp; 18 days; 35,280 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (–20 DC), increase casting time by 66 days (–132 DC). You can summon a pit fiend (Monster Manual page 57) to act as your permanent guardian. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. |
| Dracomortis11-08-06, 04:15 PM | Servitor of the Abyss Conjuration (Summoning) [Chaotic, Evil] Spellcraft DC: 98 Components: V, S Casting Time: 66 days, 11 minutes Range: 75 ft. Effect: One summoned balor Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 882,000 gp; 18 days; 35,280 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), permanent (x5 DC). Mitigating Factors: increase casting time by 10 minutes (–20 DC), increase casting time by 66 days (–132 DC). You can summon a balor (Monster Manual page 40) to act as your permanent guardian. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. |
| Dracomortis11-08-06, 04:17 PM | Kurtax’s Sea of Rats Conjuration (Summoning) Spellcraft DC: 70 Components: V, S, Ritual Casting Time: 1 minute Range: 75 ft. Effect: Ten summoned rat swarms Duration: 20 hours Saving Throw: None Spell Resistance: No To Develop: 630,000 gp; 13 days; 25,200 XP. Seed: summon (DC 14). Factor: summon 10 creatures (x10 DC). Mitigating Factors: increase casting time by 10 minutes (-20 DC), ten additional casters contributing 3rd-level spell slots (-50 DC). You can summon ten rat swarms (Monster Manual page 239) to cover a massive area with clawing, biting rats. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 3rd-level spell slot to the casting. |
| Dracomortis11-08-06, 04:19 PM | Surtur’s Vanguard Conjuration (Summoning) [Fire] Spellcraft DC: 100 Components: V, S Casting Time: 11 minutes Range: 75 ft. Effect: Four summoned fire giants Duration: 20 hours Saving Throw: None Spell Resistance: No To Develop: 900,000 gp; 18 days; 36,000 XP. Seed: summon (DC 14). Factors: summon CR 10 creature (+16 DC), summon four creatures (x4 DC). Mitigating Factor: increase casting time by 10 minutes (–20 DC). You can summon four fire giants (Monster Manual page 121) to protect and serve you. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies, or to perform other actions. |
| Draegun Fury11-08-06, 05:11 PM | How about a spell that summons 10 or so Balors that charge the enemy, commit seppuku, and all exlode, that'd be a nice damage dealing spell. |
| Dracomortis11-08-06, 05:57 PM | Deals less damage and has a higher spellcraft DC than vengeful gaze of god, but I think that's offset by the fact that it doesn't have the drawback of killing you (assuming you're far enough away from the blast, of course...). Kurtax’s Abyssal Seppuku Conjuration (Summoning) [Chaotic, Evil] Spellcraft DC: 470 Components: V, S, XP Casting Time: 5 rounds Range: 75 ft. Effect: Ten summoned balors Duration: 20 hours (see text) Saving Throw: Reflex half (see text) Spell Resistance: No To Develop: 4,500,000 gp; 90 days; 180,000 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), decrease casting time by 5 rounds (+10 DC), summon 10 creatures (x10 DC). Mitigating Factors: burn 10,000 XP (–100 DC), creatures uncontrolled (ad hoc –30 DC). Upon completing this spell, ten balors (Monster Manual page 40) appear adjacent to you (or as close as possible, if no adjacent space is available), and you must immediately designate a target within sight. Beginning in the round during which they are summoned, the balors run full speed towards the target until they are within 100 feet. At this point, they commit ritual suicide by cutting off their own heads with their +1 vorpal longsword, voluntarily failing the save to avoid being beheaded. Because of their death throes ability, each balor then explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). XP Cost: 10,000 XP. |
| Dracomortis11-08-06, 06:15 PM | This one's for all you Tiamat haters out there. Exhalation of the Chromatic Mother Evocation [Acid, Cold, Fire, Electricity] Spellcraft DC: 86 Components: V, S, XP Casting Time: 1 standard action Range: 300 ft. Area: 160-ft. cone Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 774,000 gp; 16 days; 30,960 XP. Seed: energy (deals 20d6 each of acid, cold, fire, electricity) (DC 156). Factors: change area to 40-ft. cone (+2 DC), increase area to 160-ft. cone (+8 DC), standard action casting time (+20 DC). Mitigating Factors: 20d6 backlash (–20 DC), burn 8,000 XP (–80 DC). Exhalation of the chromatic mother releases a massive discharge of swirling energy, exhaled from your mouth. The spell deals 20d6 points of acid damage, 20d6 points of cold damage, 20d6 points of fire damage, and 20d6 points of electricity damage to all creatures within the cone. Unattended objects also take this damage. Channeling the raw energy used in this spell also deals you 20d6 points of damage. XP Cost: 8,000 XP. |
| Draegun Fury11-08-06, 06:28 PM | Deals less damage and has a higher spellcraft DC than vengeful gaze of god, but I think that's offset by the fact that it doesn't have the drawback of killing you (assuming you're far enough away from the blast, of course...). Kurtax’s Abyssal Seppuku Conjuration (Summoning) [Chaotic, Evil] Spellcraft DC: 470 Components: V, S, XP Casting Time: 5 rounds Range: 75 ft. Effect: Ten summoned balors Duration: 20 hours (see text) Saving Throw: Reflex half (see text) Spell Resistance: No To Develop: 4,500,000 gp; 90 days; 180,000 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), decrease casting time by 5 rounds (+10 DC), summon 10 creatures (x10 DC). Mitigating Factors: burn 10,000 XP (–100 DC), creatures uncontrolled (ad hoc –30 DC). Upon completing this spell, ten balors (Monster Manual page 40) appear adjacent to you (or as close as possible, if no adjacent space is available), and you must immediately designate a target within sight. Beginning in the round during which they are summoned, the balors run full speed towards the target until they are within 100 feet. At this point, they commit ritual suicide by cutting off their own heads with their +1 vorpal longsword, voluntarily failing the save to avoid being beheaded. Because of their death throes ability, each balor then explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). XP Cost: 10,000 XP. Damn, I forgot about the heavy cost of summoning more than one creature. Well, back to the drawing boards. |
| Dracomortis11-08-06, 07:05 PM | Damn, I forgot about the heavy cost of summoning more than one creature. Well, back to the drawing boards. For a much easier to cast variant, I give you: Kurtax’s Abyssal Seppuku, Lesser Conjuration (Summoning) [Chaotic, Evil] Spellcraft DC: 170 Components: V, S, XP Casting Time: 5 rounds Range: 75 ft. Effect: Five summoned balors Duration: 20 hours (see text) Saving Throw: None Spell Resistance: No To Develop: 1,530,000 gp; 31 days; 61,200 XP. Seed: summon (DC 14). Factors: summon CR 20 creature (+36 DC), decrease casting time by 5 rounds (+10 DC), summon 5 creatures (x5 DC). Mitigating Factors: burn 10,000 XP (–100 DC), creatures uncontrolled (ad hoc –30 DC). As Kurtax’s abyssal seppuku, except as noted above, and you summon only five balors. XP Cost: 10,000 XP. |
| Dracomortis11-16-06, 08:38 PM | The name means "complete flame" in the drow tongue. Xundus Chath Evocation [Fire] Spellcraft DC: 99 Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: Bolt 5 ft. wide to 300 ft. long Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 891,000 gp; 18 days; 35,640 XP. Seed: energy (DC 19). Factors: increase damage dealt to 20d20 (+20 DC), increase damage die to d20 (+40 DC), standard action casting time (+20 DC). As you complete this spell, a blast of white-hot flame shoots from your fingertips. The bolt deals 20d20 points of fire damage to all creatures within the area, or half damage on a successful Reflex save. |
| Dracomortis11-16-06, 08:40 PM | Partially inspired by the frozen orb spell from Diablo II. Orb of Frigid Might Evocation [Cold] Spellcraft DC: 85 Components: V, S Casting Time: 1 standard action Range: 300 ft. Area: 20-ft. radius Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes To Develop: 765,000 gp; 16 days; 30,600 XP. Seed: energy (DC 19). Factors: standard action casting time (+20 DC), change area to 20-ft. radius (+2 DC), increase area by 100% (+4 DC), increase damage to 20d10 (+20 DC), increase damage die to d10 (+20 DC). This spell fires an orb of ice from your outstretched hand that explodes into hundreds of dagger-shaped shards at the point you designate, dealing 20d10 points of cold damage to everything within range. |
| Rohano11-16-06, 10:28 PM | "Flamma" doesn't mean anything really but it doesn't take a linguist to relate it to "flame" and In cog nito is a latin term meaning in disguise. So the spell's name would probably be best used for a spell that turns you into some kind of fire creature (but it's only an illusion). If you want fancy spell names, find some dictionaries for obscure foreign languages. Latin works best but it's almost cliche: Latin Dictionary (http://www.nd.edu/~archives/latin.htm) Another Latin Dictionary (http://www.sunsite.ubc.ca/LatinDictionary/) Hawaiian Dictionary (http://wehewehe.org/gsdl2.5/cgi-bin/hdict?l=en) The Klingon Language Institute (http://www.kli.org/) Babelfish, an online translator for a multitude of languages (http://babelfish.altavista.com/) WorldLingo, another free online translator featuring many languages (http://www.worldlingo.com/en/products_services/worldlingo_translator.html) A listing of thousands of names and their meanings, listed by nationality. (http://www.20000-names.com/) There's more languages and resources I could direct you to but that should be a good start. I like your spells but I figured you might need a tip for the name. :P |
| Karsus the Mad11-17-06, 12:48 AM | An entire institute dedicated to the Klingon language...:uh-huh: Dear lord...that's almost as bad as colleges offering courses on Tolkien Linguistics. |
| Draegun Fury11-17-06, 01:38 AM | Wow, I'm gonna use Klingon as my Orcish tongue (hey if someone else is willing to do the work then so be it), it'll add a depth to place names and such. Hab SoSli' Quch! |
| Karsus the Mad11-17-06, 01:51 AM | All I have to say is nuqjatlh? jIyajbe'.......nuqDaq 'oH puchpa''e'? :P If anyone can read that without using the Klingon dictionary, you win a :cookie: and my :shocked: because ye are without a doubt :looloo: to some degree:pint: Anyhoo, back to the topic:P I think it'd make an excellent way of making spells of an obscure or long lost culture. I can envision it now. The nuqDaq 'oH puchpa''e' ritual...:D |
| Draegun Fury11-17-06, 02:53 AM | I won't even pretend t understand it, nor bother to look it up just now. I can see the tongue as an Orcish dialect, perhaps demon tongue? |
| Karsus the Mad11-17-06, 08:33 AM | I won't even pretend t understand it, nor bother to look it up just now. I can see the tongue as an Orcish dialect, perhaps demon tongue? It translates into "Huh? I don't understand!....Where's the bathroom?":P Demonic tongue...I *like* that idea. If you listen to the pronunciations, it even sounds diabolical. The Language of Abyssal Creation.....ohhhhh...nice:D |
| Rohano11-18-06, 12:45 AM | I think it works fine for Abyssal but I like to think Abyssal would be more breathy. However whatever a DM chooses to use is his own decision. We don't have all the racial books like we had in second edition that outlined languages and cultures (we just get some smattering of draconic and a few names in elven...), so it's harder to find up-to-date sources, and I can totally understand using Klingon in your D&D game to add another dimension to immerse the game in. Have fun. And keep giving those spells interesting names (I've personally used Hindi more than once). |
| Dracomortis11-18-06, 12:14 PM | I like your spells but I figured you might need a tip for the name. :P Heh, like I said I didn't really think it meant anything, it just sounded cool, although I knew incognito had nothing at all to do with the spell. However, I recently uncovered a drow dictionary I had saved on my computer, and after reviewing it for a while, I've decided to rename the spell xundus chath, which means "complete flame". |
| lavekkia12-06-06, 02:01 PM | The Shadows Follow Me Evocation Spellcraft DC: 33 Components: V, S, XP Casting Time: 10 hours 20 min Range: Personal Target: self Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 297000 gp, 6 days, 11880 xp; Seeds: Mythal(DC 25); Factors: override planar trait(ad – hoc DC + 20), replicate Shadow Weave (ad – hoc DC + 100); Mitigating Factors: change range to personal (DC – 2), increase casting time 10 min (DC – 20), increase casting time 10 hours *(DC – 20), burn 7000 xp (DC – 70); Little is known about this ritual aside its creator: an elven shadow adept that turned to plane walking in the last part of his life. The shadow adept was concerned with fact that the Shadow Weave which he used extended only to Realmspace thus hindering his power in other planes and crystal spheres. In the search of a method to alleviate this problem he stumbled on references to Netherese spellmantles: personal fields of magic that granted powers to the wielder. The epic spells replicates the effects of the Shadow Weave: when the mantle is active the caster can benefit from the Shadow Weave Magic feat (and all the subsequent feats) even if casting on a plane/crystal sphere which has different rules for magic( like no weave like on Greyspace). XP Costs: 7000 xp; by lavekkia |
| Karsus the Mad12-06-06, 02:12 PM | That's pretty nice. I was thinking on a similar spell to allow spellcasters to still cast spells within dead magic zones. I know there's a spell in the Spell Compendium that allows this in a limited manner, but I don't have the book so don't know the details. |
| Draegun Fury12-06-06, 04:40 PM | One Dispel though and you're stranded in a different sphere without any of your powers. Cheers. |
| Karsus the Mad12-06-06, 07:24 PM | One Dispel though and you're stranded in a different sphere without any of your powers. Cheers. Yes, I know of the usual threats, however, I'm ME:plotting: ...and have taken that into consideration:D Mwahhahaha...coffee anyone?:embarrass |
| Draegun Fury12-06-06, 11:39 PM | White 2 sugars (and a drop of scotch). ;) |
| lavekkia12-08-06, 09:40 AM | One Dispel though and you're stranded in a different sphere without any of your powers. Cheers. No, you canno't use anymore the SW: you use the normal rules for the sphere |
| lavekkia12-08-06, 09:41 AM | Yes, I know of the usual threats, however, I'm ME:plotting: ...and have taken that into consideration:D Mwahhahaha...coffee anyone?:embarrass Yes please, italian espresso, no sugar :D |
| Kaldar_the_Summoner12-09-06, 11:42 AM | Can someone post the rules for spellmantles or a link to a page with such rules? I'd really appreciate it. |
| Karsus the Mad12-09-06, 02:11 PM | Can someone post the rules for spellmantles or a link to a page with such rules? I'd really appreciate it. There's two feats required: Craft Contingent Spell (from Unapproachable East, FR) and Spell Mantle (from Lost Empires of Faerun). However, despite being called mantles, they're closer to baldrics. For a better 3.5e representation of mantles, utilizing epic spells would suffice; especially using the mythal seed. Yes please, italian espresso, no sugar :whatsthis There ye go my good lavekkia:) :whatsthis and one for you good sir Mr. Draegun Fury:) |
| Kaldar_the_Summoner12-09-06, 03:20 PM | Thank you, Karsus. |
| Karsus the Mad12-10-06, 10:42 AM | :tiphat: My pleasure:) |
| hartwigj12-10-06, 11:39 AM | There appears to be a number of errors in the epic spell "The Shadows Follow Me". 1. The minutes in casting time should be 20, not 21. The basic mythal seed takes 10 minutes to cast. 2. 700xp is worth only -7DC, not -30DC. 3. I never like the unofficial mitigating factor of 10 hours. For one thing casting time per day has been traditionally considered 8 hours not 10. 4. Even given all the adhoc and unofficial factors and errors, the spellcraft should be 73 and not 33. There is a missing -40DC somewhere. 25+20+100-2-20-20-30=73 Jack of All Trades |
| lavekkia12-16-06, 10:07 AM | corrected the errors |
| ApocalypseRat12-16-06, 01:26 PM | Mordred's Frozen Aura Evocation[cold](Ritual)(Netherese) Spellcraft DC:37 Components:V,S,Ritual Casting time:11 minutes Range: Personal Area:Radius of 20ft centered on you Duration: Permanent Saving Throw:None Spell Resistances:No Development:259,000gp, 6days, 10,360xp; Seeds:Energy (DC19); Factors:Increased damage dice(+20), Increased damage(+16), Increased area 100%(ad hoc +5*), Permanent duration (x5); Migrating Factors: Plus 10 minutes to casting time(-20), Fourteen additional casters contributing 9th level spell slots(-238), Specilized school/Netherese(-5) You summon the 23rd layer of the abyss into your very being. you start to emanate bitter cold and frost to a radius of 20ft indefinetly. The aurua deals 10D10 points of cold damage per round against unprotected creatures. If the weilder wishes the cold freezes the water out of the air around him,causing snowfall and wind, this produces a blizzard effect within and around the area (see DMG for Blizzard effects). *+4 didnt seem enough |
| Tevish Szat12-20-06, 01:08 AM | first, a trick spell Freeze In Time Spellcraft DC: 68 Components: V, S Casting Time: 1 Action Range: 300’ Area: Ray Duration: Instantaneous Saving Throw: Will Negates Spell Resistance: Yes To Develop: 612,000 gp; 13 days; 24,480 XP. Seed: Energy (DC19), Transport (DC 27). Factors: Transport to Time Stream (+8 DC), Transport Unwilling Creatures (+4 DC), Change from Touch to Ray, 300ft range (+4 DC), 1 action casting time(+20 DC). Mitigating Factors: Drop die type to d4 (-4 DC), 10d6 Backlash damage (-10 DC) This spell is an instant blast of cold that freezes its victim in the time stream forever. The victim must make a will save or take 10d4 cold damage and be instantly shunted out of the time stream. Knocked violently out of time, the victim has no recourse to normal time, nor is there a limit to the effect: Quite simply, the victim cannot be restored to normal time save perhaps by a specially designed epic spell. now, a couple a little less cheaterly Armageddon Transmutation Spellcraft DC: 57 Components: V, S, XP Casting Time: 100 days, 11 minutes Range: 12,000 feet Area: ½ mile radius blast Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 513,000 gp; 11days; 20,250XP. Seed: Destroy (DC 29). Factors: Change from Target to 20’ Radius (+10 DC), Increase area to ½ mile radius (+528 DC). Mitigating Factors: 40d6 Backlash Damage (-40DC), Burn 20,000 XP (-200DC), Increase casting time ten minutes (-20DC), Increase casting time 100 days (-200 DC), Burn all spell slots each day of casting (Ad Hoc -50 DC) This spell deals 20d6 non-energy damage to everything within its radius, destroying nonliving matter and leaving a flat ground covered in fine dust. Creatures within the area are entitled to a fortitude save for half damage, but those killed by the damage are reduced to nothing but dust. Magical effects that would be destroyed by disintegrate are also destroyed. Last Word Necromancy [Death] Spellcraft DC: 80 omponents: V, XP Casting Time: 1 action Range: 300 ft. Target: One living creature Duration: Instantaneous Saving Throw: Fortitude Negates at +100 DC Spell Resistance: Yes To Develop: 720,000gp; 15days; 28,800XP. Seed: Slay (DC 25). Factors: Effect 80 more HD (+8 DC), 1-Action Casting Time (+20 DC), +100 Save DC (+200 DC), No Somatic Component (+2 DC). Mitigating Factors: 50d6 Backlash Damage (-50 DC), Burn 10,000XP (-100 DC), No Partial Effect (Ad Hoc –25 DC) This spell, a fragment of the true original Last Word with the power to slay even the gods, incomprehensible to mortal minds, instantly kills any creature of up to 160hd if it fails a fortitude save at a DC 100 greater than the normal DC. Though mortals may use this power, unlike the true Last Word, its effects upon the caster are still ruinous. |
| DanishPlunger12-22-06, 12:31 PM | Karsus's Spell Charger Abjuration Spellcraft DC: 80 Components: V, S, M Casting Time: 10 hours, 11 minutes Range: Touch Target: One creature Duration: Special Saving Throw: None Spell Resistance: None To Develop: 720,000gp, 15 days, 28,800 XP ; Seeds: none; Factors: augment major magic item x3 (+120); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 10 hours (-20). Upon casting, this spell allows the target to absorb spells or spell-like abilities into himself. The magic absorbed must be a single-target spell or a ray directed at either the target or his equipment. The magic is then absorbed and can be used to power spells. The target can instantly detect a spell’s level as this epic spell absorbs that spell’s energy. Absorption requires no action on the part of the target. The target of Karsus's Spell Charger can use captured spell energy to cast any spell he has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the target must be equal to or greater than the level of the spell he wants to cast and that any material components required for the spell be present. Karsus's Spell Charger allows the target to absorb up to 150 levels worth of spells. If the target attempts to abosrb a spell that would go over this limit, Karsus's Spell Charger does not absorb it and the spell takes effect as normal. Karsus's Spell Charger lasts until all absorbed energy is expended. Material Component to be Augmented: rod of absorption. I'm curious about the "augment major magic item" factor and how it allow the design of the spell without seeds, where can I find its rules? Thanks |
| Arzair01-11-07, 07:12 PM | I have been reading for what seems like hours... well done thus far. I have an Idea for an epic spell that I would appreciate either a write up for or some help on. What if when you killed an enemy caster with this spell, not necessarily have to kill him in one spell, but this is the last spell you would cast on them, as he/she died, their spells that they have memorized for the day are released from the body - targeting those you choose! ...or maybe a permanent spell that when our character dies his spells explode and target who we choose as well... something like our life force goes to power and guide our spells... Karsus? lavekkia? anybody? |
| lavekkia01-13-07, 11:52 AM | Why don't you simply steal them from his mind ? You sacrifice a corresponding slot and the stolen spell is yours. It probably already exist (as non epic version), it would be a matter of "enpower" the spell. to allow stealing many spells at once. |
| Arniha02-26-07, 01:10 AM | Anyone have any idea how to transfer this into 3.5? I've no real idea how the old high level system translates into dc. All I know is that in the Netheril campaign setting for 2e, you had to be 40'th level to cast it. Karsus's Avatar (Invocation/Evocation, Enchantment/Charm, Alteration) Level: 12 Range: Unlimited Duration: Unlimited Area of Effect: One God Field: Mentalism Components: V, S, M Casting Time: Six Hours Saving Throw: Special Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part of the epidermis of the pituitary gland of the tarrasque just to enchant one of the material components of the spell. The spell allowed the caster to become a god of his choosing, replacing himself with the current god the moment the spell was completed. Whether the gods recieved a saving throw, were aware of its casting, and other factors were unknown. The notes regarding the spell's essence were nowhere to be found. It is believed that Mystra, the reincarnated form of Mystyl, snatched the spell information from the ruins of Karsus's enclave and sent it on an enternal journey to the ends of the universe. |
| lavekkia02-27-07, 10:31 AM | If you search this very thread you will find what are you looking for |
| Chanmanm803-01-07, 05:08 PM | Anyone have any idea how to transfer this into 3.5? I've no real idea how the old high level system translates into dc. All I know is that in the Netheril campaign setting for 2e, you had to be 40'th level to cast it. Karsus's Avatar (Invocation/Evocation, Enchantment/Charm, Alteration) Level: 12 Range: Unlimited Duration: Unlimited Area of Effect: One God Field: Mentalism Components: V, S, M Casting Time: Six Hours Saving Throw: Special Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part of the epidermis of the pituitary gland of the tarrasque just to enchant one of the material components of the spell. The spell allowed the caster to become a god of his choosing, replacing himself with the current god the moment the spell was completed. Whether the gods recieved a saving throw, were aware of its casting, and other factors were unknown. The notes regarding the spell's essence were nowhere to be found. It is believed that Mystra, the reincarnated form of Mystyl, snatched the spell information from the ruins of Karsus's enclave and sent it on an enternal journey to the ends of the universe. Um...well...do you know that Mystra changed how magic worked after Karsus casted that spell and brought the Time of No Magic? In 3e and 3.5, there are no "epic spells" above 10th level allowed. She allowed former 11th level spells to be reworked using the epic spell system, but are 10th level (some examples are in the Faerun Supplements...Lost Empires I believe...like Proctiv's Move Mountain and few others). Unless for some reason your DM allows you to do so, you shouldnt be able to remake the spell. The methods, as you quoted, are supposed to be lost and Mystra would prevent you from being able to access the Weave (she can do that to all who access the Weave, as Shar can do so for those who access the Shadow Weave). And don't think about going back in time or using other spells to view the past...she blocked off that time period and also won't allow entities to come into the planes who she is unfamiliar with (its described in the 2E book where you got that info from....you can download it for free from this site). So for instance, you can't use that 9th level spell from the Dragonlance Campaign that allows you to see what happens (even though you cant do anything to the environment unless you had Chaos in you or something...i don't remember) because mystra blocked off that time period. |
| Karsus the Mad03-01-07, 07:24 PM | I swore I'd never return to the Epic Boards, but damn it, I must prove myself to be a hypocrite in order to defend myself:D Anyone have any idea how to transfer this into 3.5? I've no real idea how the old high level system translates into dc. All I know is that in the Netheril campaign setting for 2e, you had to be 40'th level to cast it. It can't be. Epic Spells are nothing like true level spells. You can duplicate the effects of true level spells using Epic Spellcasting (like Proctiv's Move Mountain, Tolodine's Killing Wind, Ioulaum's Longevity), but don't expect anything as easy. Karsus's Avatar was the only 12th level spell. You can duplicate it with Epic Spellcasting (It was originally supposed to be in Player's Guide To Faerun, but was cut, for the simple fact that it existed as a true 12th level spell and nothing more.) and I posted an Epic version (a very rough version at that). Spell Level can't be equated into Spellcraft DC, tho' I have seen many try. They either end up with inefficient spells of a horrendous DC or overpowered spells with trinket DC's. The simple fact is that spell level and Spellcraft DC can't be intertwined and have the same results as they do seperate. |
| lavekkia03-02-07, 01:12 PM | actually the DiceFreaks feanmerc system does a good job at it spell lvl = (DC / 10) + 7 |
| Karsus the Mad03-02-07, 07:46 PM | actually the DiceFreaks feanmerc system does a good job at it spell lvl = (DC / 10) + 7 That's one of the methods I was thinking of. The problem is that DC in that equation is a variable. True Level Magic is never a variable. It results in what I said before:) For example, you take Proctiv's Move Mountain from PGtF, and apply that equation, you get a "spell level" of 35th level (despite the spell being a true 10th level spell castable at 20th level). That's not including the utter miscalculations the printed version has, since the DC for the effect it describes would be in the millions if it bothered to follow Epic Spell Rules:) And Karsus's Avatar, by that calculation, would have to have a DC of ...50... to equate into the 12th level spell it is. That system doesn't take into account the established true level spells that have existed since 2e. It merely takes an Epic Spell and randomly assigns it a double digit number and calls it "Spell Level". |
| Arniha03-03-07, 10:30 PM | This is what I got for an epic version of KA:) Karsus's Avatar Conjuration (Netherese) Spellcraft DC: 407 Components: V, S, M, XP Casting Time: 6 hours, 11 minutes Range: Unlimited (interplanar) Target: One Deity Duration: 20 hours if successful Saving Throw: Will negates Spell Resistance: Yes To Develop: 3,663,000gp, 10 years, 74 days, 146,520 XP; Seeds: transport (DC 27), transport (DC 27), transport (DC 27), fortify (DC 27), transform (into outsider, DC 21); Factors: grant 20 outsider HD (+76), unwilling target (+4), interplanar (+4), change from touch to target (+4), any creature type (+40), transfer DvR (x2), transfer portfolio (x2), transfer domains (x2); Mitigating Factors: increase casting time by 10 minutes (-20), increase casting time by 6 hours (-12), caster dies (-50), requires 10 years of additional research (-730) artifact material components (heavy magic, -237), artifact material component (enchanted starmetal, -500), burn 10,000 XP (-100). Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part of the epidermis of the pituitary gland of the tarrasque just to enchant one of the material components of the spell. This spell has been recreated using the information presented by a newly ressurected Karsus. It's believed this spell allows the caster to temporarily become a god of his choosing, merging the current god with himself the moment the spell is completed. After the duration ends, the targeted god and caster are seperated and the divinity is stripped away from the caster, resulting in his death. Material Components: heavy magic, enchanted starmetal (must be enchanted using an unknown epic spell utilizing the epidermus of the pituitary gland of the tarrasque and a stone filled gizzard of an adult gold dragon as material components) XP Cost: 10,000 XP Karsus's Avatar (Invocation/Evocation, Enchantment/Charm, Alteration) Level: 12 Range: Unlimited Duration: Unlimited Area of Effect: One God Field: Mentalism Components: V, S, M Casting Time: Six Hours Saving Throw: Special Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part of the epidermis of the pituitary gland of the tarrasque just to enchant one of the material components of the spell. The spell allowed the caster to become a god of his choosing, replacing himself with the current god the moment the spell was completed. Whether the gods recieved a saving throw, were aware of its casting, and other factors were unknown. The notes regarding the spell's essence were nowhere to be found. It is believed that Mystra, the reincarnated form of Mystyl, snatched the spell information from the ruins of Karsus's enclave and sent it on an enternal journey to the ends of the universe. I notice that you're version has a time limit, and just merges the individual with the god. why is this? especially being that if you were to switch yourself with a god of magic, especially in a setting where there is no existant weave, you could just extend the time period that it lasts indefinitely |
| bluemage5503-03-07, 10:35 PM | So far the only thing that I've been able to find is this spell, from 2ed, which I'm trying to find away to fix into a ninth level spell by adding difficulties etc. Any ideas on how to do that or find another way to become a god. No sane DM would allow a 9th level spell to grant godhood. If you want to become a deity, the exact path depends on the given campaign setting. I notice that you're version has a time limit, and just merges the individual with the god. why is this? especially being that if you were to switch yourself with a god of magic, especially in a setting where there is no existant weave, you could just extend the time period that it lasts indefinitely It has a time limit because the original spell actually had a time limit, despite the 2ed version you posted. Karsus knew that the bonding would only be temporary and would result in his death immediately after, but he had hoped to use the power to defeat the phaerimm before dying in the process. Also, making such a spell permanent would entail a ridculously high DC to to the x5 multiplier for permanent spells. |
| Arniha03-03-07, 10:56 PM | Yes, but what about the switching vs. bonding part? And how high of a DC? |
| Karsus the Mad03-04-07, 11:24 AM | Here's the spell from 2e Deities and Demigods (I think that's the book). 12th Level Karsus's Avatar (Wiz 12; Invocation/Evocation, Enchantment/Charm, Alteration) Field: Mentalism Range: Unknown, probably 0 Components: Unknown, probably V, M Duration: Unknown, limited Casting Time: Unknown Area of Effect: The caster Saving Throw: Unknown The only 12th-level spell ever created, this incantation enabled Karsus to steal the power of a deity. All notes and information developed by Karsus regarding the casting of this spell were destroyed by Mystra, successor of Mystryl. Even if they were recovered, this spell could never again be cast, since Mystra has since changed the way magic works, making 11th and 12th level incantations impossible. This spell required countless unique and currently impossible-to-acquire material components. For example, Karsus had to dip a gold dragon's gizzard in a brew of tarrasque blood and bile from a 12-headed hydra just to enchant one of the many material components required to cast the spell. The duration in the NEoM writeup was a typo. It says unlimited, but everything published (even NEoM) that talks about it specifies it as limited. There's also Karsus's deity writeup Karsus (Dead) (The Momentary God, The Archwizard) Demipower of the Prime Material Plane, N Portfolio: Folly of overweening arrogance and ambition, unending hubris Aliases: None Domain Name: Formerly: Toril/Faérun; currently mired in the Dire Wood and tenuously adrift in the Astral Superior: None Allies: None Foes: Mystra Symbol: None Karsus (KAHR-sus), the Momentary God, was a mortal who achieved divinity for but a brief instant before being destroyed by the folly of his own overweening arrogance and ambition. However, unlike most dead powers who are transported to the Astral Plane, the Archwizard exists as only a sort of divine, unmoving, unresponsive phantom on the Astral Plane and persists in a form of unlife within the heart of the Dire Wood. In a sense, he is bound to the moment of time at which he was destroyed by the twisted magic of the Dire Wood. As a mortal, Karsus was a mentalist (one of three wizard classes found in Netheril) who created Karsus's avatar, a 12th-level spell that forever changed the way magic functions. This fantastic spell, the only 12th-level spell ever created, was designed to temporarily steal the powers of a deity, allowing the spellcaster to briefly become divine. When Karsus cast his incantation, he foolishly chose Mystryl, the goddess of magic, as his target. Knowledge has always outweighed wisdom in the minds of the ambitious, and Karsus was no exception. After casting his spell, the body of the Archwizard swelled with the sudden influx of godly power, and his mind filled with unimaginable knowledge. Karsus instantly realized the horrible mistake he had made, but he knew there was nothing he could do to stop the inevitable. The Archwizard had stolen the mantle of divinity from the one power whose portfolio required her to constantly rework the Weave of magic - the Weave that Netheril and its glut of magic constantly threatened to unraveal. When Mystryl lost her ability to maintain the Weave's integrity, Karsus was ill-equipped to serve in her stead. The Weave began to fluctuate wildly, and the lands of Netheril and beyond were inundated with a flood of raw magic which surged and ebbed with far greater power and destructive force than had ever been seen before. Mystryl sacrificed herself to save the Weave before the damage became irreparable. This self-sacrifice temporarily held interaction with the Weave in abeyance, causing all magic to cease functioning for a few minutes. Without a steady infusion of magic, the floating cities of Netheril plummeted to the ground. Karsus was slain instantly when Mystryl sacrificed herself, as her action broke his link to her magic. Upon his death, Karsus's power-engorged body immediately turned to red-hued stone, and the Momentary God plummeted from the heights of his floating city to the ground. As his body fell, Karsus replayed over and over in his mind the image of Netheril's cities plunging to the ground and shattering, a vision granted to him by his brief tenure as a divine being. Karsus's heart broke as he realized that his greed for the power of the deities themselves had caused the destruction of his home, his family, his friends, and his people. Even in his death, his heart still bleeds. through the magic of the Dire Wood, Karsus is bound in eternal torment to relive repeatedly the moment he became aware of his folly. |
| Ramar Aulinvox03-04-07, 06:26 PM | Request Avatar of Ilsenine Telepathy (Summoning, Evil, Lawful) Psicraft DC: 93 Display: Vi, XP Manifesting Time: 10 minutes Range: Special. Effect: One summoned avatar Duration: 1 day (D) Saving Throw: Will negates Power Resistance: Yes To Develope: gp, days, XP. Seeds: Summon (DC:14), Contact (DC:23); Factors: Increase CR summoned to 79 (+154), Summon Unique being (+60), Increase Duration to 1 day (+8), Add nine contacted being (+9), Increase DC by 50 (+100); Mitigating Factors: Within Primary Discipline (-5), Increased Manifesting time to 10 minutes (-10), Burn 10,000XP (-100) spread out amongall manifesters, Backlash 33d6 shared by all manifesters (-33), Meteconcert(Ritual) with 8 manifesters contributing 17 power points(9L spell) (-136). It is with this awesome power that the Encephalithid of Oryndoll summoned an avatar of Ilsenine not once but twice [once during the duegar uprising and again during the time of troubles]. This power allows the elderbrain to enter a meteconcert with eight other manifesters and mentally contact the greater god Ilsenine and request an avatar to be sent. Normally Ilsenine does not send avatars to help any creatures that pay it worship; however, the sacrifice of the Encephalithid along with the possibility of losing the greatest city of "worshipers" in Fearun have motivated it to help twice. After contact is made and Ilsenine is bribed, the power opens a portal between Ilsenine's realm and the place designated by the Encephalithid and viewable by one of the creatures in contact via the power (typically, the tenth contacted being is in the cavern of Oryndoll where the portal opens). After this, Ilsenine sends an avatar through the portal. The avatar is under no obligation to do anything the meteconcert desires but often will abide by the agreement reached. The avatar returns to Ilsenine's realm once the duration expires or the meteconcert dismisses it unless it makes a will save vs. the metaconcert's DC. |
| Drahki03-05-07, 04:45 AM | Larloch’s Drain Necromancy (Evil) Spellcraft DC: 107 Components: V, S Casting Time: 1 action Range: Touch Target: One living creature Area: Touch Duration: Instantaneous Spell Resistance: Yes Saving Throw: Fortitude Partial To Develop: 873,000 gp; 18 days; 34,920 XP. Seed: Heal & Slay (DC 50). Factors: Increase by 80 HD (+8 DC), Casting time to 1 action (+20 DC), Change target to touch (+4 DC), Partial Effect ad-hoc (+15 DC), No positive energy ad-hoc (+10 DC). The caster’s eyes and hands glow with a dead black light once this spell is cast. If the target has 160 HD or less and fails a Fortitude save (DC 20+ modifier), he dies instantly, his body shriveling into a withered husk, and the caster gains as many hit points as the target had as temporary hit points. If the target pass the Fortitude save, he loses half his current hit points and the caster gains as many hit points as the target lost as temporary hit points. As this spell does not make use of positive energy it is of great use to undead spell casters. Karsus’ Might Conjuration/ Transmutation Spellcraft DC: 149 Components: V, S Casting Time: 10 Minutes Range: Touch Target: Creature Touched Area: Touch Duration: 24 Hours Spell Resistance: Yes (Harmless) Saving Throw: Will Negates (Harmless) To Develop: 1,251,000 gp; 26 days; 50,040 XP. Seed: Fortify(x3) & Armor (DC 65). Factors: Change Armor Bonus to Insight (+10 DC), Increase Armor Bonus to 20 (+32 DC), +10 to Will saves (+20 DC), +10 to Fortitude saves (+20 DC), + 10 to Reflex Saves (+20 DC). Mitigating Factors: Increase casting time to 10 minutes (-18 DC). The only visible effect of this spell is that it causes the eyes of the recipient to glow golden for the duration of the spell. It was developed by Karsus for the sole purpose of armoring himself in case of battle. |
| lavekkia03-05-07, 08:03 AM | Three new spells... that's a sight for my epic weary eyes :D |
| rob_douglas03-06-07, 02:16 PM | Laroch's Drain should have the [Death] descriptor, but a truly nasty spell! (Barring changing the effect of the Heal seed to match 3.5 changes, which would provide a cap to the damage done/temp hit points). ROB |
| Drahki03-15-07, 02:47 AM | Just bumping the post. :P |
| Rohano03-15-07, 10:00 AM | Sorry that I haven't been working epic spells for a while -- I heard about an expanded 3.5 ELH in the works from Wizards and that pretty much blew me away. I'm reluctant to generate a lot of epic material that I'd have to revise later but I might crank out a spell or two if our precious Emporium stays quiet. |
| bluemage5503-15-07, 03:08 PM | I heard about an expanded 3.5 ELH in the works from Wizards and that pretty much blew me away. What? Where did you here this?:eek: |
| Rohano03-15-07, 06:15 PM | I know I read it somewhere last week when I was perusing WOTC news but I can't seem to find it again... just spent half an hour searching for it but I'm coming up empty-handed. Maybe it was one of those "what if" gags WOTC does or maybe a premature April 1st, but I'm sure I saw it. |
| DeathXI03-16-07, 11:24 AM | Arcane Blast Evocation Spellcraft DC: 173 Components: N/A Casting Time: 10 Minutes Range: 600 Feet (Self) Area: N/A Duration: Instantaneous Saving Throw: Fortitude Half Spell Resistance: Yes To develop: gp; days; XP; Seed:; Destroy (29) Factors:; Change from Target To Ray (+4), Increase to d20 damage (+50), Increase Range by 100% (+2), Hold Spell for 20 hours (Ad-Hoc +80), Apply Maximize (+28) Mitigating factors:; Increase Casting time by 10 Minutes (-20), You prepare yourself to accept the power of this spell in one of your arms, and after 10 minutes the spell is essentially cast, and is "held" in one arm of your choosing, (Can be switched to Eyes as well, if Desired) for 20 hours. At any point during this 20 hours, you can punch the air (Towards the target), or point your finger (at the target) and release the energy built up in your arm, the energy erupts from you in a brilliant, and crackling, ray (Color chosen by each caster when they research the spell.) And upon successfuly hitting them with the ray spell, you deal 400 damage to them. As this is a destroy seed spell, if they get to -10 or more HP, they are turned into a fine dust. Material Component: N/A XP cost: N/A Almakai the Spellwarp Sniper originally created this spell to be his ultimate Sniping assassination spell. By DeathXI |
| lavekkia03-24-07, 02:03 PM | Shadow You Become(Shadovar) Transmutation Spellcraft DC: 131 Components: V, S, F, M, Ritual Casting Time: 20 days, 10 hours, 11 mins Range: Touch Target: One willing creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No (automatic fail) To Develop: 1179000 gp, 24 days, 47160 xp; Seeds: Transform (DC 21), Armour (DC 14), Fortify (Con)(DC 23), Fortify (Cha)(DC 23), Fortify (ST x 3)(DC 69); Factors: add template (ad – hoc DC + 50), change range to touch(DC + 4), change type (native outsider)(DC + 5), increase Con bonus (DC + 6), increase Cha Bonus (DC + 6), increase ST bonus (DC + 54), add all Ex abilities (Fast Healing, SR, Skill bonuses, Speed)(DC + 40), add all Sp abilities (DC + 60), add AB (+ 2)(ad – hoc DC + 30), increase life span (ad – hoc DC + 70), make instantaneous *(DC x 2); Mitigating Factors: increase casting time (10 min)(DC – 20), increase casting time *(10 hours)(DC – 20), increase casting time (20 days)(DC – 40), ritual(3 slots 7th lvl)(DC – 39), lose all bonus when not in darkness(ad – hoc DC – 20), expensive material component *(297000 gp)(DC – 118), arcane focus (Shade Mythallar)(DC x 1/5); It’s not known how Lord Telamont Tanthul, High Prince Of Shade Enclave, was a able to create this ritual. Some speculate that he made a pact with a powerful dweller of the Plane Of Shadow, others assure that Shar herself whispered the knowledge directly in his ear. This communal ritual must be performed by the High Prince with aid of Prince XXXXXXXXX, high cleric of Shar. Other princes or wizard apprentices can participate to contribute with their magic. The ritual draws power directly from the Shadow Weave using the power of the Shadow Mythallar of the Shade Enclave; the spell also requires a very expensive material component, a shadow blanket. The ritual must be performed on a willing creature otherwise fails: it allows the receiver to inherently acquire the Shade template; the receiver retains all his previously characteristics plus his newly acquired ones. Arcane Material Components: One Shadow Blanket Arcane Focus: Shade Enclave Mythallar by lavekkia |
| Starmage2103-25-07, 10:51 AM | Shadow You Become(Shadovar) Transmutation Spellcraft DC: 131 Components: V, S, F, M, Ritual Casting Time: 20 days, 10 hours, 11 mins Range: Touch Target: One willing creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: No (automatic fail) To Develop: 1179000 gp, 24 days, 47160 xp; Seeds: Transform (DC 21), Armour (DC 14), Fortify (Con)(DC 23), Fortify (Cha)(DC 23), Fortify (ST x 3)(DC 69); Factors: add template (ad – hoc DC + 50), change range to touch(DC + 4), change type (native outsider)(DC + 5), increase Con bonus (DC + 6), increase Cha Bonus (DC + 6), increase ST bonus (DC + 54), add all Ex abilities (Fast Healing, SR, Skill bonuses, Speed)(DC + 40), add all Sp abilities (DC + 60), add AB (+ 2)(ad – hoc DC + 30), increase life span (ad – hoc DC + 70), make instantaneous *(DC x 2); Mitigating Factors: increase casting time (10 min)(DC – 20), increase casting time *(10 hours)(DC – 20), increase casting time (20 days)(DC – 40), ritual(3 slots 7th lvl)(DC – 39), lose all bonus when not in darkness(ad – hoc DC – 20), expensive material component *(297000 gp)(DC – 118), arcane focus (Shade Mythallar)(DC x 1/5); It’s not known how Lord Telamont Tanthul, High Prince Of Shade Enclave, was a able to create this ritual. Some speculate that he made a pact with a powerful dweller of the Plane Of Shadow, others assure that Shar herself whispered the knowledge directly in his ear. This communal ritual must be performed by the High Prince with aid of Prince XXXXXXXXX, high cleric of Shar. Other princes or wizard apprentices can participate to contribute with their magic. The ritual draws power directly from the Shadow Weave using the power of the Shadow Mythallar of the Shade Enclave; the spell also requires a very expensive material component, a shadow blanket. The ritual must be performed on a willing creature otherwise fails: it allows the receiver to inherently acquire the Shade template; the receiver retains all his previously characteristics plus his newly acquired ones. Arcane Material Components: One Shadow Blanket Arcane Focus: Shade Enclave Mythallar by lavekkia an increased life-span has no real game effect, unless youre player is trying to abuse the aging adjustments to ability scores. You could get away with +5 or +10 ad hoc adjustment to that, not +70 :D |
| lavekkia03-25-07, 07:25 PM | an increased life-span has no real game effect, unless youre player is trying to abuse the aging adjustments to ability scores. You could get away with +5 or +10 ad hoc adjustment to that, not +70 :D You are probably right; however it was important lore wise; and more importantly having a mythallar to power spells makes things easier :) |
| Karsus the Mad04-02-07, 12:54 PM | Divine Purge Enchantment (Compulsion) [Imaskari] Spellcraft DC: 56 Components: V, S Casting Time: 1 minute Range: Unlimited Effect: Permanently severes the divine link between mortals and their deities within a 1 mile diameter area of your choosing. Duration: Permanent Saving Throw: None Spell Resistance: No To Develop:504,000gp, 10 days, 20,160 XP. Seed: anathema (DC 31) . Factors: Any creature (+40), change from target to area (+10), change area to 20ft. radius (+2), increase area to ½ mile radius (+524). Mitigating factors: Burn 20,000 XP (-200), 9 participants sacrificing Epic slots (-171), each participant burns 2,000 XP (-180). This ritual, a precursor to the Imaskari Deity Ban, severs the divine link between worshippers and their deities within a 1 mile diameter area of your choosing. Still a work in progress. |
| Dracomortis04-02-07, 12:54 PM | Outcast of Baator Conjuration (Summoning) [Evil, Lawful] Spellcraft DC: 50 Components: V, S Casting Time: 11 minutes Range: 75 ft. Effect: One summoned half-fiend lemure Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factor: permanent (x5 DC). Mitigating Factor: increase casting time by 10 minutes (–20 DC). You summon a half-fiend lemure. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Half-Fiend Lemure: CR 2; Medium outsider; HD 2d8+2; hp 11; Init +2; Spd 20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +5 melee (1d4+2, claw) or bite +5 melee (1d6+2); Full Atk +5/+5/+0 melee (1d4+2, 2 claws and 1d6+2, bite); Space/Reach 5 ft./5 ft.; SA darkness, smite good; SQ damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10, cold 10, and electricity 10, see in darkness, SR 12; AL LE; SV Fort +4, Ref +5, Will +3; Str 14, Dex 14, Con 12, Int —, Wis 11, Cha 7. Attacks: A half-fiend lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned, lawful-aligned, and magic for the purpose of overcoming damage reduction. Darkness (Sp): A half-fiend lemure can use darkness as a 2nd-level caster once per day. Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). See In Darkness (Su): A half-fiend lemure can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Smite Good (Su): Once per day, a half-fiend lemure can make a normal melee attack to deal 2 points of extra damage against a good foe. |
| Dracomortis04-02-07, 12:56 PM | The wording for the transform seed is very badly written, so bare with me on this one. Wrapped In Chains Transmutation Spellcraft DC: 41 Components: V, S Casting Time: 1 standard action Range: 300 ft. Target: One creature of Small size or larger Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes To Develop: 369,000 gp; 8 days; 14,760 XP. Seed: transform (DC 21). Factor: standard action casting time (+20 DC). This spell transforms the subject into a chain devil (Monster Manual page 53). The transformed creature retains its mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. It assumes the physical characteristics of a chain devil, including natural size and Strength, Dexterity, and Constitution scores. The creature retains its equipment upon transformation. |
| Ramar Aulinvox04-02-07, 01:34 PM | Outcast of Baator Conjuration (Summoning) [Evil, Lawful] Spellcraft DC: 50 Components: V, S Casting Time: 11 minutes Range: 75 ft. Effect: One summoned half-fiend lemure Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factor: permanent (x5 DC). Mitigating Factor: increase casting time by 10 minutes (–20 DC). You summon a half-fiend lemure. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. Half-Fiend Lemure: CR 2; Medium outsider; HD 2d8+2; hp 11; Init +2; Spd 20 ft.; AC 16, touch 12, flat-footed 14; Base Atk +2; Grp +4; Atk +5 melee (1d4+2, claw) or bite +5 melee (1d6+2); Full Atk +5/+5/+0 melee (1d4+2, 2 claws and 1d6+2, bite); Space/Reach 5 ft./5 ft.; SA darkness, smite good; SQ damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10, cold 10, and electricity 10, see in darkness, SR 12; AL LE; SV Fort +4, Ref +5, Will +3; Str 14, Dex 14, Con 12, Int —, Wis 11, Cha 7. Attacks: A half-fiend lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned, lawful-aligned, and magic for the purpose of overcoming damage reduction. Darkness (Sp): A half-fiend lemure can use darkness as a 2nd-level caster once per day. Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). See In Darkness (Su): A half-fiend lemure can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Smite Good (Su): Once per day, a half-fiend lemure can make a normal melee attack to deal 2 points of extra damage against a good foe. Can you really apply the half-fiend template to an outsider/petitioner? |
| Ramar Aulinvox04-02-07, 01:39 PM | Divine Purge Enchantment (Compulsion) [Imaskari] Spellcraft DC: 56 Components: V, S Casting Time: 1 minute Range: Unlimited Effect: Permanently severes the divine link between mortals and their deities within a 1 mile diameter area of your choosing. Duration: Permanent Saving Throw: None Spell Resistance: No To Develop:504,000gp, 10 days, 20,160 XP. Seed: anathema (DC 31) . Factors: Any creature (+40), change from target to area (+10), change area to 20ft. radius (+2), increase area to ½ mile radius (+524). Mitigating factors: Burn 20,000 XP (-200), 9 participants sacrificing Epic slots (-171), each participant burns 2,000 XP (-180). This ritual, a precursor to the Imaskari Deity Ban, severs the divine link between worshippers and their deities within a 1 mile diameter area of your choosing. Still a work in progress. Some things to take into consideration: 1. anathema was designed as a cleric spell and only works on a divine caster of the same faith. You might want to increase the DC for adopting a divine template for an arcane caster. Also, I would require the casting for every diety that one wanted to block or increase the DC for this spell to compensate. 2. Another way to look at this would be to use the compel seed and make a divine caster make a save each time s/he wants to cast a spell. Put the save DC in the 30s or 40s and that would do about the same thing. 3. A third type of adoption would be to cause a planar conjunction with some plane that inhebits/prevents divine spell casting. I'm not sure on the seeds but it might work. Just my 2 cents. |
| Dracomortis04-02-07, 02:20 PM | Can you really apply the half-fiend template to an outsider/petitioner? Yes, that part is legal, but if anyone noticed, the half-fiend template normally requires an Intelligence score of 4 or higher, while the lemure is mindless. But hey, this is epic, things stopped making sense a long time ago :cool: |
| Karsus the Mad04-02-07, 05:37 PM | 1. anathema was designed as a cleric spell and only works on a divine caster of the same faith. You might want to increase the DC for adopting a divine template for an arcane caster. Also, I would require the casting for every diety that one wanted to block or increase the DC for this spell to compensate. Good point. I was thinking of simply using the shadow seed to allow an arcane spellcaster to duplicate the spell, but I'm a little iffy on creating a divine ban that's effectively nothing but an illusion that can be disbelieved:P Also, as you point out, it's deity specific. I put in the "any creature" factor to represent it affecting everyone, regardless of faith. I should prolly work in a "any faith" factor also tho'. 3. A third type of adoption would be to cause a planar conjunction with some plane that inhebits/prevents divine spell casting. I'm not sure on the seeds but it might work. That's actually what I'm thinking of doing for a full scale version of the Imaskari Deity Ban, which effectively cut an entire pantheon off from it's worshippers in an entire crystal sphere and barred the deities of the banned pantheon from entering the crystal sphere. |
| lavekkia04-04-07, 08:49 AM | Good point. I was thinking of simply using the shadow seed to allow an arcane spellcaster to duplicate the spell, but I'm a little iffy on creating a divine ban that's effectively nothing but an illusion that can be disbelieved:P Also, as you point out, it's deity specific. I put in the "any creature" factor to represent it affecting everyone, regardless of faith. I should prolly work in a "any faith" factor also tho'. That's actually what I'm thinking of doing for a full scale version of the Imaskari Deity Ban, which effectively cut an entire pantheon off from it's worshippers in an entire crystal sphere and barred the deities of the banned pantheon from entering the crystal sphere. The replicate seed could suit you better; it's based on the Wish spell so it's universal ad automatically adopts the saves and parameters of the replicated spell. Regarding the Deity Barrier spell i think that the Pantheon was banned entering the crystal sphere because of the rules concerning multispheric pantheons (that is; since no one worshiped them they didn'tt have a foothold to manifest there by the normal means; hence the "trick" of assuming avatar form and physically travel trough the phlogiston). So, in the end, you should need to block the worshipers from reaching their gods; "Divine Mechanics and Rules (tm)" would do the rest. |
| Karsus the Mad04-04-07, 03:18 PM | Regarding the Deity Barrier spell i think that the Pantheon was banned entering the crystal sphere because of the rules concerning multispheric pantheons (that is; since no one worshiped them they didn'tt have a foothold to manifest there by the normal means; hence the "trick" of assuming avatar form and physically travel trough the phlogiston). Possibly. I'm a little iffy with that tho'. There's the little problem that the moment the Imaskari pulled the slaves to Imaskar, the Mulhorandi and Untheric pantheons did have worshippers on Toril (thus a foothold, however tenuous...if that counts of course). There's also the tidbit that due to the deity ban, Ao allowed them to send manifestations and incarnations via the astral plane, thus bypassing the ban. This hints that something was preventing them from entering Toril's material plane (or perhaps just Toril) by regular means. I'm not up to date on deities and their rules on interloping, so if I missed something, point it out. There's 3 things I've noticed about the spell 1. It cut worshippers off from their deities 2. Prevented deities from knowing about those worshippers 3. Prevented deities from entering The first two I think are effectively achieved by the anethema effect (maybe toss in conceal also...not sure). The second is easily achieved using the ward seed vs. outsiders. The largest problem is to try and make it extend across the entire plane, or to just cut of Toril. LEoF, under Imaskari Torture Chambers, says just "sealed Toril off from the Mulhorandi gods.", so I think it might work just by increasing the radius to encompass the planet. |
| Ramar Aulinvox04-04-07, 04:31 PM | Another way to look at it conceptually might be the old Dark Sun way. The dieties have conduits between themselves and their worshipers. If one cut off or barred these conduits from forming, then the diety couldn't sense anything on the plane via diefic powers and couldn't send avatars or grant spells [this could be similar to the old Scepter of Scorcer Kings that the Netherese made {each use barred a diety from interacting w/ toril for several days}]. If you decided to follow this method, I'm not entirely sure what to use; however, athas.org (official DS site) has a free adventure called Dregoth Ascending 3 that talks about conduits in detail [might give you some ideas]. |
| bluemage5504-04-07, 05:57 PM | The Mulhorandi and Untheric pantheons were not banned from entering completely; they simply had to go the long way by traveling through Wildspace. This would suggest that the Imaskari merely cut them off from using planar travel. |
| Karsus the Mad04-04-07, 08:53 PM | The Mulhorandi and Untheric pantheons were not banned from entering completely; they simply had to go the long way by traveling through Wildspace. This would suggest that the Imaskari merely cut them off from using planar travel. LEof has it that they bypassed the planar barrier by sending physical manifestations and incarnations of themselves via the Astral plane. I don't really understand it. The Imaskari were the extradimensional and planar masters of Toril. How they could goof up on something like that I've no clue, especially since a 4th level spell does a better job than their ban. I get the impression that in previous editions tho', they came via some boat or something. |
| bluemage5504-04-07, 11:09 PM | I get the impression that in previous editions tho', they came via some boat or something. In the information found in previous editions, they came by Wildspace via Spelljammer ships, led by the Wildspace deity Ptah. I suppose LEoF dispensed with it because WotC no longer produces Spelljammer material. As you have already mentioned, it makes no sense for them to have arrived by the Astral. |
| Ramar Aulinvox04-06-07, 12:34 AM | Perhaps there could be two versions of the spell. One for those that still use Spelljammer and another for those that don't. As a side note, the book Darkvision suggests that the Imaskari learned many arcane secrects from the LeShay [ELHB]. I don't know if this helps with any conceptualization but I thought it was a nice aside. |
| Karsus the Mad04-12-07, 02:22 PM | Roulette of the Self Illusion (Shadow) Spellcraft DC: 31 Components: None Casting Time: 1 quickened action Range: 0 feet Effect: One living duplicate of the caster per 4 levels Duration: 1 hour Saving Throw: Will disbelief (harmless) Spell Resistance: Yes (harmless) To Develop: 279,000gp, 6 days, 11,160 XP; Seeds: shadow (DC 23), transport (DC 27); Factors: duplicate caster (+20), volume level dependent (+10), randomly shift caster between duplicates (+4), no somatic or verbal components (+4), quickened (+28); Mitigating Factors: burn 8,500 XP (-85). This spell creates one shadow duplicate of the caster for every 4 caster levels and randomly shifts him between the duplicates. Each duplicate is capable of independent action (inlcuding the casting of spells). XP Cost: 8,500 XP By Karsus the Mad |
| lavekkia05-02-07, 06:43 PM | Glory Of The Crimson King Evocation Spellcraft DC: 70 Components: V, S, M, XP, F, DF Casting Time: 10 hours 21 min Range: 30 ft Area: 1 sphere 4500 ft radius centred on the first mythallar Duration: Permanent Saving Throw: None Spell Resistance: No To Develop: 630000 gp, 313 days, 25200 xp; Seeds: Mythal (DC 25), life(DC 27); Factors: increase area (4500 ft radius)(DC + 180), components (DC + 463), bind soul to the mythal (ad – hoc DC + 20), imprint personality *(bound soul)(DC + 50); Mitigating Factors: increase casting time 10 min (DC – 20), increase casting time 10 hours *(DC – 20), capstone (DC – 20), permanently lose 1 epic spell slot *(DC – 95), additional 300 days of research *(DC – 60), burn 10000 xp (DC – 100), arcane material component (ring of epic wizardry V gp 250000)(DC – 100), arcane focus (2 Mythallar engines) (DC x 1/5); This powerful mythal like spell wards the entire enclave of King Crimson Glory. Alexander Andreas D’Laventur crafted it to protect the great ship from external foes and improve the life on the crowded ship in the long months when it sails the Sea Of Night. The spell weave together other epic spells to create an unique powerful whole. It requires so much magical power that needs to sustain directly on a mythallar engine; the second mythallar works in contraposition to prevent magical power peaks which would destroy anything. The mythal has those prevalent powers which are always active: 1. feather fall keyed with a command word: “Endyrye don’t bother me I want to die” disables the power for a person until the command word “Endyrye please save me I m puny and frightened” is spoken (keyed = 800) 2. Mage armour (1 hour = 150) 3. Antipathy keyed to chaotic evil, neutral evil and lawful evil characters keyed to demons, devils and yugoloths, scro, neogi, illithids, beholders. ( 3 creature types keyed = 108000) 4. Death Ward keyed with command word: “Endyrye let me blast this one” ( min lvl = 11200) 5. Detect Scrying (4200) 6. Protection from Evil (200) 7. Protection From chaos (200) 8. Protection from law (200) 9. Protection From energy (fire)(10th lvl renewable = 1500) 10. Protection from energy (cold)(10th lvl renewable = 1500) 11. Protection from energy (electricity)(10th lvl renewable = 1500) 12. Protection from energy (acid)(10th lvl renewable = 1500) 13. Protection from energy (sonic)(10th lvl renewable = 1500) These spells are activated with command words 1. Whispering Wind (2 miles at will = 400) 2. Quench (200 ft cube at will = 3000) 3. Forcecage (10 hours 1/day = 1750) 4. Banishment (20 HD 1/day = 1750) 5. Tongues ( at will = 1500) 6. Fly ( 3/day 10min = 1500) 7. Chain lightning (keyed at will 20d6 = 24000) 8. Orb Of Force ( keyed at will 10d6 = 8000) 9. Resilient Sphere (keyed 3/day 10th lvl = 4000) 10. Telekinesis (keyed 3/day only to objects 10th lvl = 5000) 11. Dispel Magic (at will 10th lvl = 3000) 12. Discern Lies (keyed at will 10th lvl = 8000) These spells, powers and effects are anointed: 1. every spell with [fire] descriptor and every effect which produces sparks when into phlogiston keyed to permission by enclave lords (30000) 2. every spell with the [evil] descriptor keyed to permission by enclave lords (30000) 3. every spell of the Necromancy school keyed to permission by enclave lords (40000) 4. every spell of Conjuration(Teleportation) subschool keyed to permission by enclave lords (30000). 5. every spell with [air] descriptor which would foul the air envelope (15000) These special powers are granted directly by the Mythal spirit, Endyrye: 1. Every being in the enclave can leave it simply by declaring the intention to do so. The power replicates the effects of a Greater Teleport; it can be used only once. If the said being would ever return on the Crimson Glory the power would fail. The lords can negate the power using the appropriate token: a small chip of meteoric iron / platinum / iridium alloy embedded at the base of the skull by magical means; the token must be removed with a Heal, or Teleport Object spell carefully expressed. (greater keyed once in life – time = ad – hoc 35000) 2. An object that is falling out of the air envelope can be retrieved by calling it. The power works only if the object is in the outermost region of the envelope (minor limited area = 2500) 3. The mythal warps the gravity field around the mythal: the enclave is treated as if having no gravity field outside of the mythal radius. Inside the mythal gravity works as normal for an object of that size. (greater = 50000) Total cost = 426850 All the keyed powers require the permission of the Enclave Lords; if they agree on it they formally pass the request to the mythal spirit which will “mark” the person as allowed to utilize the power. The same process is required to strip a person of the ability to use keyed powers, no special token or command words are needed. The mythal spirit can use her will to deny the use of vanguard and keyed powers to anyone; only the creator of the mythal is unaffected by the mythal spirit denial. The capstone of the mythal is a sphere of gold 3 ft. diameter encased into the stone of the support structure of the mythallar number two (the one on the reverse gravity deck). XP Costs: 10000 xp Arcane Material Components: ring of epic wizardry V (250000 gp) Arcane Focus: 2 Mythallars by lavekkia |
| MrSpaceBear05-03-07, 06:45 PM | I have a few, but I cant seem to find the darn formula for them. My DM has my epic book. I know this is terribly unprofesional of me but Ill just toss down the quick version out of my spell folder. Thats all I have unfortunatly. Hopefuly you can make sense of my chicken scratch. Curse of the Raven: Necromancy DC 49 1 action V,S Will save DC 34 for primary effect only Personal 30ft. Emination Duration: 1min/level Curse: 24 hours Spell resistance: Yes All enemies with in 30ft. recieve -3 on Attacks, Checks, and Saves. In adition those in the area must make a Will save (DC34) or be blinded and defened and lose -1d4 levels for 24 hours. Ravens Wrath: Evocation DC 72 Components V Area: 40ft cone Save: Fortatude for half Spell resistance yes Damage: 30d8 Cost: -2000 xp All creatures, structures, and items with in 40ft. cone take generic energy damage. So, nothing fancy, just fun! |
| the_unthinkable05-17-07, 11:49 AM | I have two questions for you guys. 1) Are all the spells posted in this thread put into the first post? 2) If this is a second thread for these spells (This being Volume 2 and all), could someone post a link of the first thread? Thanks in advance for anyone who does. |
| Gemstone05-18-07, 06:01 AM | I have two questions for you guys. 1) Are all the spells posted in this thread put into the first post? 2) If this is a second thread for these spells (This being Volume 2 and all), could someone post a link of the first thread? Thanks in advance for anyone who does. When I think enough spells has been added to the list, I copy them into the master index yes :) The first thread is for the cheap epic spells, this is for any epic spells that ain't completly ridiculus :) |
| Gemstone08-29-07, 08:17 AM | Come on people, we can't let this thread die :) I'll wipe up two new epic spells to add to the massive compendium index in an hour or two... It's almost time to start up a new thread... we're running out of space :D |
| lavekkia08-29-07, 09:37 AM | Never say die... ;) |
| Rohano08-29-07, 11:39 PM | I've had some ideas rolling around for some epic spells but I've been horribly busy lately, plus I might be coming down with "4.0 Dread," which has limited my creative capacity to write D&D material. I've been thinking of ways to use epic targetted polymorphs to give people templates. Like, y'know, zap a person into being a zombie. Without using necromancy. Or give a person an exotic lycanthropy effect (wereduck to the rescue! quack quack! oh, no, I forgot, being a duck doesn't do anything but limit my movement rate! <loud cursing> stupid waddling POS!) |
| Gemstone08-30-07, 05:58 AM | I've had some ideas rolling around for some epic spells but I've been horribly busy lately, plus I might be coming down with "4.0 Dread," which has limited my creative capacity to write D&D material. I've been thinking of ways to use epic targetted polymorphs to give people templates. Like, y'know, zap a person into being a zombie. Without using necromancy. Or give a person an exotic lycanthropy effect (wereduck to the rescue! quack quack! oh, no, I forgot, being a duck doesn't do anything but limit my movement rate! <loud cursing> stupid waddling POS!) Haha! That's a good one... btw, anyone still got the link to the epic mitigating and factor list someone created? Mine is still incomplete. |
| danielmayer09-08-07, 09:02 AM | @gemstone: You find the list in Mad Karsus' signature. "bumping": Larens’ Miraculous Longevity Transmutation Spellcraft DC: 77 Components: V, S, M Casting Time/costs: 10 min. + 17.700 XP Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To develop: Seed: Fortify (DC 17), +400 (increasing actual age category by 201 years), Total DC = 417; Migitation factors: -177 by burning 17.700 XP, -20 by increasing casting time to 10 min., -100 arcane material: ring of wizardry V (250.000gp), -20 additional research time (100 days), -15 backlash: 15d6, -8 caster becomes exhausted; end DC = 77. Development costs: 693000 gp, 114 days, 27.720 XP. The ring of wizardry has to be worn by the target as focus and will be consumed during the casting. This simple epic spell is a must for every styled archmage: Life is just too short to see everything worth of notice. The lifetime of the creature touched increases by 201 years, in game rules by increasing its actual age category. In fact, Laren once used this spell on a quite young and self-centered woman, who demanded “a long life” from him as payment for an artifact Laren needed immediately (family heirloom, a Windsong Tower ring...). As a matter of fact, Laren didn’t know that she won’t age all these years, as it was the first time he used that spell – he thought the spell would lengthen the aging process resp. slow it down. So she keeps being 14 years for the next 201 years…. Laren searches for a way to increase her age by 10 years physically but has being busy late. To console her (and keep her from thinking of vengeance, because this path leads to the dark side…) he took her into his Wizards’ School where everyone knows her and treats her well and according to her true age (25). Now he’s searching for another ring of wizardry V, because the spell wasn’t designed for the girl. Because it is not possible to cast the spell over days on his designated target, he had to put serious personal drawbacks into the spell to keep it castable within 10 minutes. An “A spell went wrong” – story, but epic anyway. (edit:) 1. feather fall keyed with a command word: “Endyrye don’t bother me I want to die” disables the power for a person until the command word “Endyrye please save me I m puny and frightened” is spoken (keyed = 800) This one was really funny :) |
| danielmayer09-13-07, 11:19 AM | Myth Magica Mythal (Ritual) Spellcraft DC: 63 Components: V, S, M Special: Caster must have access to Mythal Seed, 3 additional casters with 9th lvl-spells and 6 add. casters with 6th lvl-spells One of the 3 casters must be a divine spell caster (heal, speak w/animals) Casting Time: 10 days Range: 300' Area: 10600' radius per caster level hemisphere, beginning 300' below surface (outer mythal) Duration: Permanent Saving Throw: Yes (antipathy: Will DC 34, disintegrate: Fort DC 46 for 5d6; rest harmless) Spell Resistance: Yes (antipathy, disintegrate d20+48, rest harmless) To develop: Seeds: Mythal (DC 25), factors: 1)Area from 100 feet to 10600 feet = +420; level dependent increase +25 = DC + 445 2)Increase range to 300' = 9*2 = DC +18 3)arointed spells: death, evil, shadow descriptor (DC +45), prevalent spells: antipathy (lawful evil, neutral evil, chaotic evil; keyed: special token disables effect for target: DC +72), tongues (DC+2.25); vanguard spells: banishment at will (keyed to “good” users, DC +36), heal (keyed to “good” users, DC+13), restoration (keyed to “good” users, DC +6), draconic might (keyed to “good” users, DC +9); all only in inner circle = 183,25/2 = DC + 91,625 4)prevalent: speak w/animals +1, control weather (keyed to globe in tower) +5 = DC +6 5)medium prevalent power: disintegrate DC=20, +12 Save DC (DC+24), +15 vs spell resistance (DC+30), +10d6 damage (=50d6, +20 DC), maximised (DC+28), keyed to Phaerimm (DCx2); Alarm if some Phaerimm survived that = DC 0,2 keyed * 2 = 0,4 -> DC + 244,4; 6)major prevalent powers: mind blank (DC +50), “place of learning” (+4 circumstance-bonus for any knowledge/spellcraft check) for everyone in the inner circle (DC+50): 100/2 = DC + 50 7)Summarized DC = 880,025; Puh.... 880. A heck of a DC... now for lowering it and : 8)Migitating factors: creating a hemisphere, having its base the “range” of 300' from below the central caster, so -880/2= DC –440; burn 20.000 XP (DC -200), casting time 30 days (DC -60), 3 additional caster with 9thlvl-spells (DC -51), 6 additional casters with 6thlvl-spells (DC -66); 9)End DC = 63; Development costs: 567.000 gp, 12 days, 22.680 XP This epic spell raises a large Mythal over the area the 10 casters stand in. The Mythal is called “Magica” for its designation: A place for rest, learning and research. Main caster and inventor of this spell is ex-Spell-Major Laren Nightmaster, who developed just before recapturing Myth Drannor but did not have time to cast it while being Spell-Major. Now as he's retired from this job, he gathered the nine additional casters and raised this mythal over the Far Forest. The main tower stands in the southern part of the Forest, about ten miles to the south of the center of the Forest, on a sturdy part of rock looking over a small lake with a waterfall in front of it. But regarding the mythal, it’s powers are the following: This mythal is a two-fold hemisphere, centered 300' below the central caster. The outer hemisphere has only three funcions: disintegrate (300 hp damage, 30 on successful Fort Save vs. DC 46) any Phaerimm who dares to cross the boundaries (sounding an alarm throughout the whole mythal if one survived the attack by pure chance...) and for any other creature an universal speak with animals, along with controlled weather. The range of this outer mythal varies with the central casters' caster-level. Someone may calculate the real “overland” radius of the spell in this dependence (300' below, hemisphere...). But it should anyway give roughly short of two miles radius per caster-level. The weather is controlled by a crystal ball touched at a point during the casting. The inner circle is the place of peace and learning, providing the effects of no. 3) and 6). The inner hemisphere has a radius of max. 2625' per caster level, determined when casting. It provides some prohibitions and - in case that's not enough - some defensive capabilities: Arointed Spells, and thus totally forbidden: Spells with the evil descriptor Spells with the death descriptor Spells shadow descriptor, thus forbidding the use of the Shadow Weave Prevalent Spells: “Antipathy” vs. all evil alignments “Mind blank” in favour of all within the inner mythal “tongues” in favour of all within the inner mythal Vanguard Spells, useable by all with “good” alignments: “heal”, “banishment”, “draconic might” (+5 ST, CON, CH; +4 natural AC bonus; immunity sleep & paralyze; see “Draconomicron”), “restoration” The only power of only for “learning” is a potent one: Anyone (!) who makes any knowledge or a spellcraft check may add an extraordinary circumstance bonus of +4 to his roll. Laren has cast this spell over the Far Forest, as said before. Thus he wants to provide a shelter and magical fortress against Phaerims from the desert. Unfortunately, as all immobile mythals, this has an disadavantage: The Phaerimms aren't pleased about it. They may well be at work to do something against it, perhaps trying their life-draining spell again... or something even worse. |
| lavekkia09-13-07, 06:11 PM | Extradimensional Blood Conjuration(Creation/Healing) Spellcraft DC: 51 Components: S, M, XP, DF Casting Time: 10 hours, 21 min Range: Personal Target: Self Duration: Contingent on activation / see text Saving Throw: Will negates(harmless) Spell Resistance: Yes To Develop: 459000 gp, 10 days, 18360 xp; Seeds: **Contingency(DC 25), **Space(DC 27), Heal(DC 25); Factors: remove verbal component (DC + 2), hold contingency *(DC + 20), override planar trait (extradimensional link)(DC + 20), strengthen space boundaries (ad – hoc DC + 5), fragmented space (ad – hoc DC + 5); Mitigating Factors: Increase casting time (10 min)(DC – 20), Increase casting time *(10 hours)(DC – 20), Arcane Material Component *(Portable Hole 20000 gp)(DC – 8), Burn 5000 xp (DC – 50); Alexander Andreas D’Laventur created this ritual and cast it upon himself right before his titanic battle with the powerful Yugoloth Lords. Using his great insight he foresaw his own destruction in the aftermath of that battle and created this spell (together with another one yet unknown) knowing that it would have saved his life when he was alone in the depths of Gray Wastes. The spell transform blood cells making them bigger on the inside than their real dimension thus transforming them into extradimensional spaces. When the spell is cast the receiver of the spell must specify which objects to include in the effect; immediately those objects are sucked into the receiver body and fragmented into a myriad of tiny shards to be embedded into blood cells. The blood of a humanoid being can hold 60000 cubic feet of gear and material without a weight limit. The extradimensional space cannot be punctured of or destroyed by any means short of an epic dispelling targeted at the extradimensional space. If a bag of holding or a portable hole are placed into the space nothing happens and both can function normally. NOTE: the spell is so powerful that prevents the opening of planar rifts (such as when a bag of holding is placed inside a portable hole). The receiver however can access to this space only once: the first time his blood is shed, either willingly or not. If the caster choose not to “hold” the contingency the portal to the extradimensional space opens in mid air in front of the caster; the portal has the standard dimension. The interface then remains open for a certain amount of time depending on the quantity of blood which pours from the wound: the portal remains open for one round per Con point lost (up to 10 rounds). After that the portal remains open for 1 minute per Con point lost (up to 10 minutes). At this point the cost increase to 1 hour per 2 points of Con lost (up to 10 hours). Finally the caster can choose to let the portal remain open for 1 day per 3 point of Con lost (up to 100 days). When the duration expires the extradimensional space collapses and all the contents are instantly planeshifted to a random location on the astral plane. NOTE: A creature without blood (or other internal fluid) cannot benefit from the spell. XP Costs: 5000 xp + Con drain (see description) Arcane Material Components: Portable Hole (20000 gp) by lavekkia |
| lavekkia09-13-07, 08:02 PM | The Bound Spirit Of The Celestial Dragon (Kara – Tur) Enchantment(Compulsion)[Mind – Affecting] / Transmutation / Evocation[fire] Spellcraft DC: 110 Components: V, S, F, XP, Backlash Casting Time: 1 std action Range: 12000 ft Target: 1 petrified dragon / 3 area 80 ft. radius Duration: Permanent Saving Throw: Will Negates / Reflex half Spell Resistance: Yes To Develop: 990000 gp, 750 days, 39600 xp; Seeds: Transport (DC 27), Compel (DC 19), fortify(DC 17), Transform(DC 21), energy (fire) (DC 19) x 3, replicate **(DC 23); Factors: reduce casting time (1 std action) (DC + 20), replicate 8th lvl spell (earthquake) (DC + 35), replicate divine spell (DC + 10), change area to 20 ft. radius (DC + 4), increase area by 60 ft. (DC + 12), compel to harmful act (DC + 10), transport soul (ad – hoc DC + 4), change target to ray (DC + 4), increase range (12000 ft) (DC + 80), hardness of adamantine (DC + 10), increase DR (5/magic) (DC + 8), double structure hp (ad – hoc DC + 35), Make Permanent (DC x 5); Mitigating Factors: burn 20000 xp (DC – 200), backlash (30d6) (DC – 30), caster must be wu – jen (ad – hoc DC – 5), works only on Lung dragon (ad – hoc DC – 10), caster become exhausted (DC – 8), require 2 additional epic lvl slots to cast (DC – 38), burn 2 epic lvl slots (DC – 190), burn 2 8th lvl slots (DC – 150), lose 10 prepared spells (DC – 50), additional research time *(730 days) (DC – 146), lose 3 lvl *(DC – 60), permanently lose 6 Con points *(DC – 120), permanently lose 6 Str points *(DC – 120), permanently lose 6 Wis points *(DC – 120), permanently lose 6 Cha points (DC – 120), permanently lose elemental mastery (ad – hoc DC – 35), lose 15 skill ranks *(Concentration) (DC – 30), arcane focus (Jade Mirror) (DC x 1/5); Kar Wuan, skilled poet and wu – jen, worked for 2 years to craft this powerful spell to enslave the spirit of the Celestial Dragon and compel him to remain into the mortar of the Dragonwall. So mighty was the spirit of the dragon that the spell sucked his strength an life force away; his mind was broken by the contest of wills and his mater y of magic was never the same again. Infused with the spirit of the mighty being the wall has acquired magical properties: every section has hardness of adamantine, double hp and DR 5/magic. The spirit of the great dragon is also compelled to protect the wall from attacks with fire and earth: the spirit can emit geysers of scalding water beneath the feet of the enemies (treat every geyser as a 80 ft. radius fireball which deals 10d6 fire dmg, Reflex Half). The spirit can create 3 of them per round. XP Costs: 20000 xp Backlash: 30d6 Arcane Focus: Jade Mirror of Shih by lavekkia |
| BillTheManiac09-15-07, 01:03 PM | Seeds: Transport (DC 27), Compel (DC 19), fortify(DC 17), Transform(DC 21), energy (fire) (DC 19) x 3, replicate **(DC 23); Factors: reduce casting time (1 std action) (DC + 20), replicate 8th lvl spell (earthquake) (DC + 35), replicate divine spell (DC + 10), change area to 20 ft. radius (DC + 4), increase area by 60 ft. (DC + 12), compel to harmful act (DC + 10), transport soul (ad – hoc DC + 4), change target to ray (DC + 4), increase range (12000 ft) (DC + 80), hardness of adamantine (DC + 40), increase DR (5/magic) (DC + 8), double structure hp (ad – hoc DC + 35), Make Permanent (DC x 5); Mitigating Factors: burn 20000 xp (DC – 200), backlash (30d6) (DC – 30), caster must be wu – jen (ad – hoc DC – 5), works only on Lung dragon (ad – hoc DC – 10), caster become exhausted (DC – 8), require 2 additional epic lvl slots to cast (DC – 38), burn 2 epic lvl slots (DC – 190), burn 2 8th lvl slots (DC – 150), lose 10 prepared spells (DC – 50), additional research time *(730 days) (DC – 146), lose 3 lvl *(DC – 60), permanently lose 6 Con points *(DC – 120), permanently lose 6 Str points *(DC – 120), permanently lose 6 Wis points *(DC – 120), permanently lose 6 Cha points (DC – 120), permanently lose elemental mastery (ad – hoc DC – 35), lose 15 skill ranks *(Concentration) (DC – 30), arcane focus (Jade Mirror) (DC x 1/5); The compel seed isn't anything but flavor, isn't it? I don't like epic spells that do that. |
| lavekkia09-16-07, 06:14 AM | it compels the soul of the dragon not "flee" to the Outer Planes but to remain bound into his petrified body. EDIT: fixed some errors in the DC calculation |
| Karsus the Mad09-16-07, 11:54 AM | Weave-Shear Evocation Spellcraft DC: 98 Components: M Casting Time: Quickened action Range: 300 ft. Effect: creates a 5 ft. x300 ft disjoining bolt that ends in a 100 ft. emanation of dead magic. Duration: Instantaneous (bolt), Permanent (emanation) Saving Throw: None Spell Resistance: No To Develop: 882,000 gp; 18 days; 35,280 XP. Seed: mythal (DC 25); Factors: Limited Area Major Prevalent Power (mage's disjunction) (+25), Change area to bolt (+2), Keep arrointments to original area (ad hoc +8), increase range by 900% (+18), quickened (+28), no verbal or somatic components (+4), Abjuration Arrointment (+20), Conjuration Arrointment (+20), Divination Arrointment (+20), Enchantment Arrointment (+20), Evocation Arrointment (+20), Illusion Arrointment (+20), Necromancy Arrointment (+20), Transmutation Arrointment (+20); Mitigating Factors: expensive material component (-132), burn 4,000 XP (-40). You choose a point that you can see and a disjoining bolt of pure energy dispels all spells, spell-like abilities, supernatural abilities, and magic item functions in it's path as it rushes to the designated area. Magical items caught it in it's path become innert, forever disjoined. Upon reaching the apex of range, the bolt blossoms into a 100 ft. diameter sphere of dead magic, having sheared a section of the Weave (or Shadow Weave) away. No magic can function within the sheared away area. Material Component: Rod of Epic Cancellation. |
| BillTheManiac09-16-07, 01:22 PM | it compels the soul of the dragon not "flee" to the Outer Planes but to remain bound into his petrified body. EDIT: fixed some errors in the DC calculation But you could really just drop the "soul of a dragon" flavor, keep the other abilities, and reduce the DC, correct? |
| lavekkia09-16-07, 01:40 PM | But you could really just drop the "soul of a dragon" flavor, keep the other abilities, and reduce the DC, correct? No because the bound soul gives the spell self - awareness: it is capable of independent thought and can act to lure PCs into a trap or unleash its powers to deal the maximum possible damage or choose not to harm some attackers if he s given a reason |
| Karsus the Mad09-16-07, 07:11 PM | But you could really just drop the "soul of a dragon" flavor, keep the other abilities, and reduce the DC, correct? No because the bound soul gives the spell self - awareness: it is capable of independent thought and can act to lure PCs into a trap or unleash its powers to deal the maximum possible damage or choose not to harm some attackers if he s given a reason If I understand correctly, then no Bill. Binding the soul of the dragon litterally is paramount to this effect, within the canon history of Kara-Tur. The effect can be duplicated easily, obviously, but then it'd merely be a duplicated effect, not the actual effect. I believe lavekkia is attempting to mechanically represent via current Epic Spellcasting rules the litteral effect that was performed by Kar Wuan. Correct me if I'm wrong lavekkia :) |
| BillTheManiac09-16-07, 08:50 PM | If I understand correctly, then no Bill. Binding the soul of the dragon litterally is paramount to this effect, within the canon history of Kara-Tur. The effect can be duplicated easily, obviously, but then it'd merely be a duplicated effect, not the actual effect. I believe lavekkia is attempting to mechanically represent via current Epic Spellcasting rules the litteral effect that was performed by Kar Wuan. Correct me if I'm wrong lavekkia :) Transport (DC 27), Compel (DC 19)Transform(DC 21) compel to harmful act (DC + 10), transport soul (ad – hoc DC + 4), Make Permanent (DC x 5). That adds up to 405 DC. When an intelligent magic item costs 2,000 gp, is the awareness really important to the tune of 405 DC? That's equivalent to the XP cost plus a ton of the slot loss. However if a flavorful effect is less powerful then its duplicate then one of them is severely balanced. Has lavekkia found another loophole in the epic spellcasting system or is his spell just unbalanced the other way? |
| lavekkia09-17-07, 01:54 PM | If I understand correctly, then no Bill. Binding the soul of the dragon litterally is paramount to this effect, within the canon history of Kara-Tur. The effect can be duplicated easily, obviously, but then it'd merely be a duplicated effect, not the actual effect. I believe lavekkia is attempting to mechanically represent via current Epic Spellcasting rules the litteral effect that was performed by Kar Wuan. Correct me if I'm wrong lavekkia :) Correct. And binding the soul to the Dragonwall turns him into a NPC: more precisely a Lung Dragon NPC with an intelligence, Wisdom, Charisma; a series of objectives (mainly freeing himself) and (albeit limited) freedom of action. The draagon spirit has so much freedom that it can "lift" himself from some portions of the wall making it collapse thus harming itself: a thing that an intelligent magical item would never do. The other option would have been to use the life seed but it was not the same thing; at by looking to the description and the powers of the Dragonwall as described in KT and The Horde handbooks |
| BillTheManiac09-17-07, 05:11 PM | Correct. And binding the soul to the Dragonwall turns him into a NPC: more precisely a Lung Dragon NPC with an intelligence, Wisdom, Charisma; a series of objectives (mainly freeing himself) and (albeit limited) freedom of action. The draagon spirit has so much freedom that it can "lift" himself from some portions of the wall making it collapse thus harming itself: a thing that an intelligent magical item would never do. The other option would have been to use the life seed but it was not the same thing; at by looking to the description and the powers of the Dragonwall as described in KT and The Horde handbooks So you pay more to have your epic spell harm itself? |
| lavekkia09-17-07, 06:09 PM | So you pay more to have your epic spell harm itself? I think that i have explained well mechanics and lore behind this spell, if you don t like it don t use it |
| Composer_Mike12-17-07, 07:57 PM | ...you get a massive 567 DC instead of the semi-massive 337. All right, so this is an old thread; this question appears to have been hanging around unresolved for some time. (If it's been resolved elsewhere, point me in the right direction!) Let's check the logic. Mathematically, there are seeds that give a foundation value to the DC. There are modifiers that add to the DC, modifiers that multiply the DC by a numeric value (usually but not necessarily a fraction), and modifiers that subtract from the DC. These operations can be symbolised a, +b, –c, and ×d. Logically, if d follows b & c and is applied to the subtotal, and d is a mitigating factor then d is also acting as an inhibiting factor to the c-type mitigations: (a+b–c)×d. Furthermore, if there are d-type factors that aren't fractions, then this treatment means that they would be enlarging the effect of c-type mitigations. Neither of these makes any sense. The –c has to come after the ×d. That leaves two possible alternatives: (a+b) ×d –c, or (a×d) +b –c. The difference is in whether or not the d-factor is applied to the b factors, and therefore the decision can be made by examining the logic of doing so. If d is a mitigating factor, then construction 1 means that the b-factors are also mitigated. The b-factors typically describe the actual effects of the epic spell - common sense says this cost SHOULD be mitigated. If d is some form of boost to the power of the spell (ie not a fraction) then it also makes sense that this would increase the cost (in DCs) of not only the seeds but also the b factors. Logically, then, the correct application of contributing and mitigating factors should be in the sequence: all +s, all ×s, all –s. And 567 is the wrong answer.:evillaugh |
| Karsus the Mad12-17-07, 09:43 PM | Total DC before mits, 1429 After mits as Mitigating Factors: Anchored (x3/4), Focused (x3/4), Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200). 277.8, round up to 278 After mits as Mitigating Factors:Capstone (-20), increase casting time by 10 minutes (-20), increase casting time by 3 days (-6), only works on a mythallar (-20), expensive arcane material component (-260), burn 20,000 XP (-200), Anchored (x3/4), Focused (x3/4). 507.9, round up to 508. As for the incorrect numbers, it's likely I was drunk and simply can't calculate, or it's because since I made that inquiry the spell in question has gone through a half dozen revisions. Or both:) Let's check the logic. Mathematically, there are seeds that give a foundation value to the DC. There are modifiers that add to the DC, modifiers that multiply the DC by a numeric value (usually but not necessarily a fraction), and modifiers that subtract from the DC. These operations can be symbolised a, +b, –c, and ×d. Not entirely correct. There's only Seed DC, Factors (add or multiply) and Mitigating Factors (substract or divide). This is DnD. No need to make it complex for the kiddies :P |
| Jack_Hartwig01-06-08, 09:50 PM | TRANSFORM DEVASTATION (Ritual) Transmutation Spellcraft DC: 36 Components: V, S, Ritual, XP Casting Time: 1 action Range: 1,200 ft. Target: one creature Duration: Permanent Saving Throw: Fortitude Negates Spell Resistance: Yes To Develop: 324,000 gp; 7 days; 12,960 XP. Seed: Transform (DC 21). Factors: Reduce target size by five steps (+30 DC), increase range to 1,200 ft (+6 DC), turn creature into nonmagical inanimate object (+10 DC), +84 to DC of subject's saving throw (+168 DC), gain +37 bonus to caster level check to overcome target's spell resistance (+74 DC), 1-action (+20 DC). Mitigating Factors: Nine additional casters contributing 6th level slots (-99 DC), burn 2,000 XP per caster (-200 DC). This is a ritual spell used to turn Devastation Vermin into small wooden replicas of their former selves. Although usable on other living creatures, anything smaller than colossal is hard to find as a wood statue afterwards. Cost: 2,000 XP per caster. |
| Dracomortis01-08-08, 03:51 PM | Dictum Terminus Transmutation Spellcraft DC: 131 Spell Level: 21st Components: V Casting Time: 1 standard action Range: 12,000 ft. Target: One creature, or up to a 10-foot cube of nonliving matter Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 1,179,000 gp; 24 days; 47,160 XP. Seed: destroy (DC 29). Factors: standard action casting time (+20 DC), increase damage die to d20 (+40 DC), increase damage to 40d20 (+40 DC), no somatic component (+2 DC). You utter a single word of power in the primal language of the universe known as Truespeech, dealing 40d20 points of damage to the target as reality itself tries to destroy the victim. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving only a trace of fine dust. |
| Dracomortis01-08-08, 03:55 PM | For when words just can't express how much you hate someone. Orbital 9 Transmutation Spellcraft DC: 199 Spell Level: 27th Components: V, S, XP Casting Time: 1 standard action Range: 12,000 ft. Area: 80-foot radius Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes To Develop: 1,791,000 gp; 36 days; 71,640 XP. Seed: destroy (DC 29). Factors: standard action casting time (+20 DC), increase damage die to d20 (+40 DC), increase damage to 100d20 (+160 DC), change from target to 20-foot radius (+10 DC), increase area to 80-foot radius (+8 DC). Mitigating Factors: 18d6 backlash (–18 DC), burn 5,000 XP (–50 DC). A powerful beam of blinding energy strikes the targeted area from the sky, dealing 100d20 points of damage to everything in an 80-foot radius. If living creatures within the area are reduced to –10 hit points or less (or constructs, objects, or undead are reduced to 0 hit points), they are utterly destroyed as if disintegrated, leaving only a trace of fine dust. XP Cost: 5,000 XP. |
| odinsmightytoad01-09-08, 10:37 AM | Okay I hope this is game breaking enough so if I have made a mistake please help me out here: Amplifier Transmutation Spellcraft DC: 36 Components: V, S, Material Casting Time: 1 standard action Range: Touch Duration: Instant (see text) Saving Throw: N/A Spell Resistance: N/A To Develop: 324,000 gp, 7 days, 12,960 xp. Factors; Seed; Fortify (+17 DC), Seed: Energy (+19 DC), 1-action casting time (+20 DC), Multiply Effect (ad hoc +20 DC). Mitigating Factors; Backlash 10d6 (-10 DC), Costly Material Component 50,000 gp (ad hoc –10 DC), Reduce Duration to Instant (ad hoc –10 DC) As you crush the crystalline figure in your hands the power of the spell takes effect and your target is infused with epic magic. After casting this spell the target gains the power to enhance all effects of his next spell by a factor of ten (all damage dice, range, durations, areas, and enhancing effects). Casting this spell is not an easy task and the caster receives 10d6 points of backlash damage. Material Components: 50,000 gp crystalline figure of a megaphone. |
| BillTheManiac01-17-08, 10:07 AM | I built something using the Feanmerc system. Goes like this: Epic Heal Conjuration (Healing) Level: Clr 16 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Epic Heal enables you to instantly rebuild a creature’s body. It immediately ends any and all adverse conditions affecting the It also cures all hit point damage the target has received. Epic Heal even removes negative levels, restore permanently drained levels, and restores permanently drained ability score points. Epic Heal has no effect against a construct or undead creature, but effects all other types. Material Component: 25,000 gp of diamond dust. To Develop: Slay Living (DC 23), True Resurrection (DC 31), -9 minute casting time (+18 DC), -9 round casting time (+18 DC), DC: 90 |
| Avatar of Kokusho01-17-08, 11:10 AM | Magnificence Lost Spellcraft DC: 159 Transmutation Casting Time: 1 standard action Range: 300ft. Target: One creature or inanimate nonmagical object Duration: 20 rounds Saving Throw: Fortitude negates Spell Resistance: Yes To develop: 1,431,00gp; 29 days; 57,240xp. Seed: Transform (DC 21) Factors: change creature into humanoid (+5 DC), overcome natural immunity to polymorph effects (+10 DC), remove natural immunities (+200 DC), remove regeneration (+10 DC), remove damage reduction (+10 DC), 1 action casting time (+20 DC), affect up to 50 HD creature (+70 DC). Mitigating Factors: reduce duration from permanent to 20 rounds (ad hoc -57 DC), backlash 40d6 (-40 DC), burn 10,000xp (-100 DC). This spell effectively changes its target into a human, removing the vast majority of its defenses in the process. In the transformation, the target becomes vulnerable to poison, paralysis, sleep, stunning, disease, death effects, necromantic effects, mind affecting effects, effects requiring Fortitude saves, critical hits, subdual damage, ability damage, ability drain, energy drain, and death from massive damage. It also loses any natural energy immunities it previously had, its regeration, and its damage reduction. XP Cost: 10,000xp. Now, my mitigating factor for reducing the duration from permanent to 20 rounds...I almost feel that it's too low... |
| odinsmightytoad01-17-08, 01:24 PM | Magnificence Lost Spellcraft DC: 159 Transmutation Casting Time: 1 standard action Range: 300ft. Target: One creature or inanimate nonmagical object Duration: 20 rounds Saving Throw: Fortitude negates Spell Resistance: Yes To develop: 1,431,00gp; 29 days; 57,240xp. Seed: Transform (DC 21) Factors: change creature into humanoid (+5 DC), overcome natural immunity to polymorph effects (+10 DC), remove natural immunities (+200 DC), remove regeneration (+10 DC), remove damage reduction (+10 DC), 1 action casting time (+20 DC), affect up to 50 HD creature (+70 DC). Mitigating Factors: reduce duration from permanent to 20 rounds (ad hoc -57 DC), backlash 40d6 (-40 DC), burn 10,000xp (-100 DC). This spell effectively changes its target into a human, removing the vast majority of its defenses in the process. In the transformation, the target becomes vulnerable to poison, paralysis, sleep, stunning, disease, death effects, necromantic effects, mind affecting effects, effects requiring Fortitude saves, critical hits, subdual damage, ability damage, ability drain, energy drain, and death from massive damage. It also loses any natural energy immunities it previously had, its regeration, and its damage reduction. XP Cost: 10,000xp. Now, my mitigating factor for reducing the duration from permanent to 20 rounds...I almost feel that it's too low... I love this idea but I have a hard time casting anything with 40d6 backlash damage for 20 rounds!! Looking at 800d6 in damage from this spell is too great for just about any caster I can imagine (of course I could see the CO board making a caster that could do it). I would keep the permanent duration and make it a ritual to reduce the DC. |
| Avatar of Kokusho01-17-08, 02:00 PM | Oh, I don't know, my wizard (who has full cleric casting as well) could manage it. Then again, after you remove every protective mechanism the creature has, I doubt duration will be an issue. |
| odinsmightytoad01-17-08, 03:00 PM | Just curious, what level did you think about casting this one? I know my characters couldn't do it any time soon but still I cringe at the damage. I love the spell however and do think it has possibilties for my game!:D |
| BillTheManiac01-17-08, 03:01 PM | I love this idea but I have a hard time casting anything with 40d6 backlash damage for 20 rounds!! Looking at 800d6 in damage from this spell is too great for just about any caster I can imagine (of course I could see the CO board making a caster that could do it). I would keep the permanent duration and make it a ritual to reduce the DC. Duh that's what epic heal is for. Down a few thousand points? Just kill & rez, no problemo. |