Epic spells: Origin of species

Post/Author/DateTimePost
#1

ryuan

Jul 26, 2009 14:53:14
I need to create an origin of species spell to create some creatures, but I don't know how to give spell casting as a wizard or cleric, or how to give bonus feats (like an human or specific racial feats).

How to do it without making the spellcraft DC too high?

Supose making a human, them a true dragon (any color).
#2

the-mentalist

Jul 26, 2009 15:05:25
http://www.giantitp.com/forums/showpost.php?p=3515727&postcount=17

This is may be a functional option.
#3

ryuan

Jul 26, 2009 15:32:12
Sorry but can't load the page. How it is constructed?
#4

emy

Jul 26, 2009 17:21:47
Sorry but can't load the page. How it is constructed?

Crosspost for you:

Try this out:

Origin of Species
Conjuration (Creation)
Level: Any, 10
Components: V, S, M, F or DF, XP
Casting Time: (see text)
Effect: One living creature

This mighty spells creates life from inanimate materials. It requires a magic laboratory worth 50,000gp.

It creates a single creature capable of reproducing with another of it's kind. Intelligent created creatures view the caster as their god and their attitude towards him is permanently Fanatic. The descendents of the initial creature are taught to worship the caster but if enough generations pass without their "god" making an appearence it is possible for them to doubt his existance and ignore commands given to their forefathers.
Unintelligent creatures and their descendants are all unswervingly loyal to their maker.
In either case the caster can, as a free action, emit or surpress an aura that will allow any of his creations to instantly identify him. This aura cannot be falsified or surpressed by any external means.
The default creature is a humanoid that has the same age categories as a human but it's natural rate of population growth is half the human standard. Minor features such as hair/skin color, skin type/thickness, and other things with little ingame effect can be changed for no cost. More extensive changes and modications to age can be applied by means of Amplify Spell metamagic.
Each application of Amplify Spell gives 2 'points' to spend on the following features:

2 points-one extra hit die
Type
1 point-change type from humanoid to animal, vermin or plant
2 points-change type to monsterous humanoid, fey, giant or magical beast
3 points-change type to elemental, undead, construct, abberation or ooze
4 points-change type to dragon or outsider
1 point-give creature a subtype
1 point-creature becomes aquatic, it's land speed changes to a swim speed, it breathes water and drowns in air
Ability scores
creature must have at least ability modifier-1 hit die
2 points-increase an ability score by 2
x points-increase x-1 seperate ability scores by 2, if this is the first time the creature has had more than one ability score increased at a time pay an extra point
-2 points-decrease an ability score by 2, you cannot increase it againby using anything in the Ability Scores section,decreasing Int gives double the normal number of extra points
Natural
1 point-increase natural armor by 1
2 point-give creature an extra natural attack or increase the damage of one of it's attacks, primary attacks start at 1d6 and secondary ones at 1d4 (these depend on size). Preq. creature must have a minimum number of hitdie equal to triple its number of additional natural attacks
2 points-give the creature an extra bonus feat
1 points-give the creature DR 1/magic or increase it's DR by 1. Preq. creature must have a number of HD (hit die) equal to or greater than it's DR
5 points-change the creature DR from x/magic to x/epic. Preq. creature must have at least 20 HD
Movement
2 points-Increase one type of movement speed by 10ft
6 points-creature can fly at 40ft
4 points-creature get's 10ft burrow speed
4 points-creature becomes amphibious and it gains a swim speed of 30ft
Reproduction
3 points-creature can reproduce asexually
+50% to final cost-creature has the same fertility rate as a human
+100% to final cost-creatures natural rate of population growth is double the human standard
+150% to final cost-creatures natural rate of population growth is triple the human standard
Size
16 points-makes creature fine sized (with the +8 to AC and attack) and gives it -10 Str, +8 Dex and -2 Con
8 points-makes creature dimumitive sized (with the +4 to AC and attack) and gives it -10 Str, +6 Dex and -2 Con
3 points-makes creature tiny sized (with the +2 to AC and attack) and gives it -8 Str, +4 Dex and -2 Con
1 point-makes creature small sized and gives it (with the +1 to AC and attack) -4 Str, +2 Dex and -2 Con
4 points-makes creature large sized and gives it +8 Str, -2 Dex, +4 Con and +2 natural armor. Preq. creature must have at least 2 HD
12 points-makes creature huge sized and gives it +16 Str, -4 Dex, +8 Con and +5 natural armor. Preq. must have at least 6 HD
24 points-makes creature gargantuan sized and gives it +24 Str, -4 Dex, +12 Con and +9 natural armor. Preq. creature must have at least 12 HD
40 points-makes creature colossal sized and gives it +32 Str, -4 Dex, +16 Con and +14 natural armor. Preq. creature must have at least 20 HD
SLAs
x points-gives creature an xth level spell as a spell-like ability usable once per day. Preq. creature must have at least 2*x-3 number of hitdice, each extra SLA of lower or equal level to the first one costs half as much (including modifications to SLAs in the SLA section) rounded up
1 point-allows the creature to use one of it's SLAs 3 times per day, the creator decides which at the time of creation
3 points-allows the creature to use one of it's SLAs at will, the creator decides which at the time of creation
Maturation
1 point-creature ages as an elf
2 points-creature does not age
7 points-every 50 years the creature gains one hitdie and it's natural armor and all ability scores increase by 1
6 points-as above but only 4 ability scores increase, which ability scores increase is decided by the caster at the time the spell is cast
5 points-as above but only 2 ability scores increase
4 points-as above but no ability scores increase
4 points-the creature can ignore HD requirements for above normal attributes but doesn't fully gain those attributes until it has sufficient HD to qualify for them. Preq. creature's HD must be increasable by one of the attributes in this section(Evolution)
Increases point cost of anything in the Maturation section by 50%-The time required for a creature to gain extra HD becomes 30 years
+80% of anything in the Maturation section-The time required for a creature to gain extra HD becomes 20 years.
+140% cost of anything in the Maturation section-The time required for a creature to gain extra HD becomes 15 years.
+200% cost of anything in the Maturation section-The time required for a creature to gain extra HD becomes 10 years.

Casting time is 1 day per point spent (minimum 1).

Creating an entirely new animal is a difficult art and it's best to ask your DM if the creature you are trying to make fits into the campaign. It is well within his rights for the DM to refuse the creation of a creature if he feels it is too powerful but should offer suggestions about how to improve it to make it acceptable.

Material component
Roughly 50,000gp of rare and expensive components. Extra costs could apply.

XP cost
4000xp+400xp per 'point' spent.


Minion
Conjuration (Creation)
Level: Any, 10
Components: V, S, M, F or DF, XP
Casting Time: 1 day
Effect: One living creature

This spell functions as Origin of Species except as noted here.
The creature created cannot reproduce but gets a number of 'points' equal to 30+3xthe number of applications of Amplify Spell.

Material component
Roughly 5,000gp of expensive components. Extra costs could apply.

XP cost
10xp per 'point' spent. Minimum 50xp.

Is it any good? Suggestions?
Is anything here unclear?
Anything I should tidy up?
Any tips on improvements I could make to the format?

and here's the "Amplify Spell" part of the modified Epic magic system they're using:

Amplify Spell [Epic Metamagic]
You increase the power of lower level spells.
Prerequisites: Empower Spell, Heighten Spell, one 10th level spell slot.
Benefits: You may use higher level spell slots to cast a low-level spell and increase its power in one of the following ways:
If the spell affects or replicates other spells depending on spell level, you increase the maximum spell level by 1 for every 2 levels of spell slot increase.
If the spell gives an armor, shield or natural armor bonus to armor class or resistance bonus to saving throws, you increase that bonus by 1 for every spell slot increase. You can't increase the bonus to more than the spell slot level for armor bonuses or 1/4 your caster level for resistance bonuses to saves.
If the spell gives an enhancement bonus to an ability score, increase the bonus for that ability score by 1 for every 2 spell levels. You can't increase the bonus to more than 1/4 your character level.
If the spell allows spell resistance, you get a +2 bonus to your spell resistance checks for every spell slot level you increase it.
If the spell affects creatures by HD, hit points or CR, increase the maximum HD for a single creature by 2 or the maximum CR by 1 or the maximum hit points by 10% or the HD total of all creatures by 50% or the HP total by 50% for every spell level increase. In any case, you can't increase the maximum HD for a single creature beyond your HD total, the maximum CR for a single creature beyond 3/4 your own (rounded down) or the maximum HP for a single creature beyond your HDx10.
If the spell has a duration other than instantaneous, you get a +2 bonus to its DC to dispel for every spell slot level you increase it.
If the spell has another effect not including statistic bonuses, HD, CR, HP or SR that scales with caster level and is capped, you can raise the cap by 2 caster levels for every single spell slot increase.
Balancing: This is for aiding in epic buffs, power word spells, polymorph spells and spells like Miracle, Wish and Shades.

#5

ryuan

Jul 26, 2009 17:32:55
Thanks, I will use it for a base to create the spells I want.
#6

awaken_D_M_golem

Jul 29, 2009 16:56:54
http://www.d20srd.org/srd/epic/spells/originOfSpeciesAchaierai.htm
Almost all of the things you want are in the details of this link.

http://www.d20srd.org/srd/epic/seeds/transform.htm
More details, and possible combos. Note a DC of +25 gets you unique creature material.

Stick them together, for more fun.

**

Epic spell DC reduction is one of the standard tricks on the CO-board.
Leadership or Thrallherd and get lots of followers to throw in spells.
Take your time. Do it on a Zero time trait plane, so no real time passes.
Manifest a cheapy version of Psi- Vigor, to get the Hit Point based discount.
DC of Zero is possible.
Very fun.
Borders on Pun-pun power up, kinds of fun.
#7

ryuan

Jul 31, 2009 12:39:09
http://www.d20srd.org/srd/epic/spells/originOfSpeciesAchaierai.htm
Almost all of the things you want are in the details of this link.

http://www.d20srd.org/srd/epic/seeds/transform.htm
More details, and possible combos. Note a DC of +25 gets you unique creature material.

Stick them together, for more fun.

**

Epic spell DC reduction is one of the standard tricks on the CO-board.
Leadership or Thrallherd and get lots of followers to throw in spells.
Take your time. Do it on a Zero time trait plane, so no real time passes.
Manifest a cheapy version of Psi- Vigor, to get the Hit Point based discount.
DC of Zero is possible.
Very fun.
Borders on Pun-pun power up, kinds of fun.

Thanks! That sure will help me. But how I can give Spellcasting like a dragon, for example?
#8

hijaxx

Jul 31, 2009 12:53:26
im not sure that's possible.
i'd talk to your DM about it.
#9

ryuan

Jul 31, 2009 13:36:11
im not sure that's possible.
i'd talk to your DM about it.

I'm the DM, kind of.

I want to know to get an baseline for those kinds of spells.
#10

hijaxx

Jul 31, 2009 13:38:45
ah.
well, im afraid its impossible with origin of species to give them casting.
#11

ryuan

Jul 31, 2009 14:56:48
ah.
well, im afraid its impossible with origin of species to give them casting.

Well, I need to make another epic spell then.

Also, take a look at this version of human.
---------------------------------------

Origin of species:

Size: M (free)
Type: Outsider (free)
HD: 1 (free)
Maturation: human (free)
Stats: 3d6 (free)
Aligmnet: (free)

Human

Life 27, Conjure 21, Fortify 23, Transform 21

Add one bonus feat the creature must meet the pre-requisite (+1 inherent equivalent bonus) (base)
Add 4 bonus skill points, non-fixed (ad hoc, +1 inherent equivalent bonus), +6
Add 1 bonus skill point per HD (ad hoc, +1 inherent equivalent bonus), +6
Change from outsider to humanoid, +5

Permanent cost (x5)

Pre-total: 27+21+23+21+6+6+5 = 560

Increase casting time by 10 minutes (-20), increase casting time by 100 days (-200), eight casters contributing 9th level spell

slots (-136), eight casters contributing 8th level spell slots (-120), twelve casters contributing 1st level spell slots (-12)

Final-total: 72
#12

kell_kheraptis

Aug 01, 2009 1:27:43
ah.
well, im afraid its impossible with origin of species to give them casting.

Fortify Seed combined with Life seed to grant an ability it didn't have before. Both of these are already there, so it either defaults to the base seed cost or an ad-hoc (IIRC for Transform it's +10 for just about anything). Given a long enough period of time and low enough DC's, you could get every ability in the game as an Ex usable at will, though that's as noted above, Pun-Pun territory.
#13

ryuan

Aug 01, 2009 13:29:08
Fortify Seed combined with Life seed to grant an ability it didn't have before. Both of these are already there, so it either defaults to the base seed cost or an ad-hoc (IIRC for Transform it's +10 for just about anything). Given a long enough period of time and low enough DC's, you could get every ability in the game as an Ex usable at will, though that's as noted above, Pun-Pun territory.

Well, not exactly pun pun, but creating "angel like" beings to help the caster with some epic spells, and as a baseline to create new creatures if someone want to try godhood.
#14

kell_kheraptis

Aug 01, 2009 16:24:49
Well, not exactly pun pun, but creating "angel like" beings to help the caster with some epic spells, and as a baseline to create new creatures if someone want to try godhood.

A high enough Transform seed can elevate you to godhood ;) And first a Paragon if that's your schtick.