Animato
2009-11-24, 10:42 AM
Ok ok... Stop.
Before starting let's do some premises:
1. I write in this section because there's a reasonable probability that we'll need homebrewing for this work and I know Epic Spell's creation is using an official sistem of rules.
2. I know Epic Magic system is broken and I don't want to see this dicussion degenerate on this or other OT matters, so please refrain to mess it up. Pretty please?
3. This is a simple excercise of building, I'm trying to come up with a result and I will explain his parameters but the goal isn't to brew the most awesome spell in the world, only a reasonable balanced spell fitting in my idea.
So the goal is creating an Epic version of Magic Missile that focuses on firing many more missiles, not some more powerfull ones. All without using:
- XP burn to cast.
- Additional spellcasters.
- Backlash
And it must have the same components, casting time and range.
Obviously no saves and it must be affected by SR.
Many things seems easy to me, but I have some mayor problems and here is the point of the 3d.
First: the seed. Looking at seeds the only one with a little resembalnce to what I need seems energy, paired with the -5 CR mitigating factor for reducing die size to d4 and some homebrewed (You see? First homebrew in the way) modifiers to do the special things. (see below)
There's a better way? I don't think so but it's better ask..
Second: the previously stated ad hoc modifiers.
I need to figure a bunch of them and I suck at doing this kind of things.
But at least I've maked a list, I'm not totally lazy:smallbiggrin::
- The most obvious: substitute energy with force, thats more powerful of any energy and can do interesting stuff.
- Split the effect in N missiles that may target 1 or more opponents like magic missile.
- No saving throw.
- Each Magic Missile does 1d4+1 in the normal version, the +1 for each missile must be done with an ad hoc Cr modifier(?)
- The various metods to be protected agains magic missiles and the like will affect also this Epic Spell? I say yes, but so that counts as a mitigating factor?
Third: There must be a cap to the number of missiles? If yes how many? I think it depends on the grade of power one will achieve, but we can do a 20 missiles vesion, a machine-gun 50 missiles version and a gatling 100 missiles version...
Other Thoughts.. Mmm... Oh, yes! I can't imagine no-one on Earth has never thinked of an Epic Magic Missile version so if any of you has a link...
I think it's all (it's neverl al... I'm sure I've forgotten something...:smallconfused:) playgrounders, let te brainstorm begin and thank you all. :smallsmile:
Before starting let's do some premises:
1. I write in this section because there's a reasonable probability that we'll need homebrewing for this work and I know Epic Spell's creation is using an official sistem of rules.
2. I know Epic Magic system is broken and I don't want to see this dicussion degenerate on this or other OT matters, so please refrain to mess it up. Pretty please?
3. This is a simple excercise of building, I'm trying to come up with a result and I will explain his parameters but the goal isn't to brew the most awesome spell in the world, only a reasonable balanced spell fitting in my idea.
So the goal is creating an Epic version of Magic Missile that focuses on firing many more missiles, not some more powerfull ones. All without using:
- XP burn to cast.
- Additional spellcasters.
- Backlash
And it must have the same components, casting time and range.
Obviously no saves and it must be affected by SR.
Many things seems easy to me, but I have some mayor problems and here is the point of the 3d.
First: the seed. Looking at seeds the only one with a little resembalnce to what I need seems energy, paired with the -5 CR mitigating factor for reducing die size to d4 and some homebrewed (You see? First homebrew in the way) modifiers to do the special things. (see below)
There's a better way? I don't think so but it's better ask..
Second: the previously stated ad hoc modifiers.
I need to figure a bunch of them and I suck at doing this kind of things.
But at least I've maked a list, I'm not totally lazy:smallbiggrin::
- The most obvious: substitute energy with force, thats more powerful of any energy and can do interesting stuff.
- Split the effect in N missiles that may target 1 or more opponents like magic missile.
- No saving throw.
- Each Magic Missile does 1d4+1 in the normal version, the +1 for each missile must be done with an ad hoc Cr modifier(?)
- The various metods to be protected agains magic missiles and the like will affect also this Epic Spell? I say yes, but so that counts as a mitigating factor?
Third: There must be a cap to the number of missiles? If yes how many? I think it depends on the grade of power one will achieve, but we can do a 20 missiles vesion, a machine-gun 50 missiles version and a gatling 100 missiles version...
Other Thoughts.. Mmm... Oh, yes! I can't imagine no-one on Earth has never thinked of an Epic Magic Missile version so if any of you has a link...
I think it's all (it's neverl al... I'm sure I've forgotten something...:smallconfused:) playgrounders, let te brainstorm begin and thank you all. :smallsmile: