| Post/Author/DateTime | Post |
|---|---|
| m_man9607-02-04, 09:33 PM | I'm not really sure where I should post this, but I'll try here. I'm designing a campaign right now that combines the wizard and the sorcerer into a class I call the mage. I won't post the details now, because that isn't what this thread is about. It operates a lot like the Arcanist class does from the Netheril: Empire of Magic downloadable boxed set. However, I decided to leave the ability to cast 10th-level spells in. In my campaign, Epic Spells generate effects that are effectively 11th-level spells and above. Thus, my problem becomes visible: there are no 10th-level spells. Well, there are some in the Netheril boxed set, but not enough! What I would like from the rest of the community is ideas and descriptions for 10th-level spells. I'm working on descriptions based on the Netheril boxed set, but that's . . . gonna . . . take . . . a . . . while. Again, most kind administrators and moderatos, please kindly incinerate this thread should it flop. |
| Heron_Marked_Blade07-02-04, 11:47 PM | I'd suggest starting by moving some 9th-level spells to 10th-level. Some 9th-level spells are much more powerful than others. For example, Time Stop and Shapechange are more powerful than their counterparts, and Mordenkainen's Disjunction should be an Epic level spell as it is. Other than that, I'd check the Epic Level Handbook for some of the lower DC (up to Spellcraft DC 45 or so) Epic spells (that don't have a huge number of mitigating factors) and make those 10th-level spells. |
| Ertai Planeswalker07-03-04, 01:45 AM | Hellball would make a neato 10th level spell. |
| Heron_Marked_Blade07-03-04, 06:56 PM | I was looking through the ELH and started making a list of Epic spells that could possibly be 10th level (thinking about the spell's effect, not so much the DC): Animus Blast (DC 50) Contingent Resurrection (DC 52) Crown of Vermin (DC 56) Dragon Knight (DC 38) Dreamscape (DC 29) Epic Mage Armor (DC 46) Epic Repulsion (DC 52) Greater Spell Resistance (DC 45) Hellball (DC 90)* Let Go of Me (DC 43) Mass Frog (DC 50) Mummy Dust (DC 35) Nailed to the Sky (DC 62) Origin of Species: Achaierai (DC 38) Peripety (DC 27) Rain of Fire (DC 50) Raise Island (DC 38) Ruin (DC 27)** Soul Scry (DC 55) Spell Worm (DC 45) Superb Dispelling (DC 59) Verdigris (DC 58) *Since each unit of elemental damage is subject to elemental resistance, and the spell as a whole grants a Reflex save for half damage, I think the DC is a little high. **This spell is weaker damage-wise than Disintegrate, but the incredible range (12,000 ft.) and lack of a "to hit" roll makes it much more useful. If I used this as a 10th-level spell, though, I'd get rid of the XP cost. |
| green_yawgmoth07-04-04, 01:22 AM | I'd drop Virdigris from that list, since iirc it's a ritual spell. Also, Raise Island take 65 days to cast, which is a bit long to be casting a non-epic spell. Also, in the ELH there's a 9th level spell called Genesis that could easily be a 10th level spell. |