Marxism
2011-02-10, 09:35 PM
Well its been said before and it will be said again. 3.5 epic magic is broken like a pencil. I hate hate hate the system it uses and strongly support the non epic version of spell casting so I am making this thread I have not yet prepared for anything other then 20/20 spell casters so those will be implemented later.
Spell casters will continue to gain spell casting slots as they were previously at a steady rate. 21st level casters and above are epic casters they have access to epic spells and epic spell slots(slots 10-20). The feat for epic spell casting no longer exists. Druids, Wizards and clerics gain a new spell slot every 2 levels after 21 so you get 10th level spells at 21 11th at 23 12th at 25 ect. Sorcerers get new spell slot every 3 levels so 10th at 21st 11th at 24th ect. The divine spell ability table is used to determine additional spells past 9th level.
Metamagic is applied to epic spells normally.
Spell lists
yes many of these spells are upgraded versions of lower level spells but I am not very creative so if you have one you want to see in here just send it to me or post it.
Comprehension(Div)
Sor/Wiz 10, Drd 10
Components: V,S
Duration 10min/level
Casting time: Full round
Range: Self
You understand all spoken languages and gain great insight into what those around you are thinking and doing. You gain a +20 bonus to sense motive and a +5 insight bonus to AC, attack rolls, Reflex saves and diplomacy checks. You can use an intelligence check with a +20 bonus to determine what any living creature is thinking
DCs 30 for emotions like fear or hunger 40 for the target of its emotions ie. fear of you or anger at your buddy DC 50 for surface thoughts.
Fleet of foot(trans)
Drd 10,Sor/Wiz 10
components:V,S
Duration: 1 round/level
Casting time: Standard action
Range: Touch
You gain a 100ft bonus to you movement speed. This bonus only applies to your base land speed not any other form of travel such as flight or swimming. This bonus affects your jumping distance.
Mighty Bear's,Bull's,Cat's,Eagle's,Fox's,Owl's Whatever
Clr 11 Sor/Wiz 11 Drd 11
Components: V,S
Duration: 1min/level
Casting time: Standard action
Range: Touch
You gain a +12 enhancement bonus to the respective ability score for the duration of the spell
Cremation
Sor/Wiz 12
Components: V,S
Duration: Instant
Casting time: Standard action
Range: 20ft cone
SR: yes
Save: Ref half
A Blast of intense flames jumps from you hand in a 20ft cone Dealing 2d4/level fire damage(max 60d4) This burns any flamable objects, melts certain metals with low melting points, Scorches stone and melts it if it deals enough damage to break it turning it into lava. If used on a dead body it leaves only the bones.
Battering Ram
Sor/Wiz 10
Components: S
Duration: Instant
Range: Short 50ft+5/2 levels
SR: Maybe
Save: If intelligent
This spell destroys a door,gate or wall. It smashes it to pieces overcoming any protective spells placed upon it. If used on a wall this spell makes a 10 ft square into the wall horizontally and goes through 5 ft per 10 caster levels
Immoveable object
Clr 15 Sor/Wiz 14
Components: V,S
Duration: 5 rounds/level
Range: Personal
This spell creates an exceedingly powerful magical shield that provides a +25 bonus to AC and no spell failure or armor check penalty. This shield also imbues the caster with SR equal to caster level*2. Any magical weapon that strikes the shield must succeed a DC 30 fortitude save or be temporarily drained of 1 point of magical enhancement per 5 caster levels of the caster. This lasts for 2 hours.
Unstoppable Force
Sor/Wiz 14
Components: S
Duration: instant
Range: 1 mile
SR: No
Save: TBD
This is a powerful force attack that sends a single beam of pure force energy less then a centimeter across through everything it touches. This spell deals 40d6 damage to any creature it hits. This affect tears through magical protection easily and acts like a dispel affect with a +25 bonus. It acts as a disjunction spell for the puropose of anti magic fields and if it hits an Immovable object spell then the two dispel one another.
Fire of the Gods
Sor/Wiz: 15 Clr 15
Components: V,S,M,B(backlash)
Duration: Instant
SR: Yes
Save: Ref half
Area: 120 foot cone or 60ft radius
Range: medium 100ft+10ft/caster level(if radius then it acts like a fireball if cone then it simply goes out in front of you.)
This is an intense blast of fire and explosive power that deals 3d6 fire damage/level to anything in the area. This melts rocks and turns them into lava as the rock to lava spell but still affects worked stone. This melts metals and anything combustible is turned to ash. Any creature caught in the blast whether they succeed their save or not has their clothes burnt and armor melted the armor receives a save in the case of success it undergoes the affects of Heat metal at searing for 5 rounds before cooling at the rate depicted there. If it fails then it melts and grafts itself to the skin of the creature wearing it this deals 2 points of constitution damage and 2d4 fire damage for 10 rounds. The armor must be surgically removed if it melts on DC 40 heal check under perfect conditions in the field it requires a DC 80 check and failure results in an additional 5 points of constitution damage as well as 1d6 str and 1d6 Dex damage. If the subject is awake for the surgery then they take 1d6 wisdom damage and 1d6 constitution damage if asleep they take 1d6 constitution damage. A simple heal spell or anything short of a Wish will not remove the armor.
Material Component: a flask of alchemists fire
Backlash: The caster loses their ability to cast temporarily and must wait a number of rounds equal to the spell level in order to gain the ability to cast spells of that level again (ex. must wait 3 rounds for 3rd level 10 rounds for 10th level) this can be replaced by taking 1d6 direct Hit point damage(no mitigation) for each spell level (ex. take 10d6 damage and wait only 5 rounds to recover 15th level spell casting)
More to come! Please offer any advice you have point out mistakes I have made and let me know if this is a ridiculous venture.
Spell casters will continue to gain spell casting slots as they were previously at a steady rate. 21st level casters and above are epic casters they have access to epic spells and epic spell slots(slots 10-20). The feat for epic spell casting no longer exists. Druids, Wizards and clerics gain a new spell slot every 2 levels after 21 so you get 10th level spells at 21 11th at 23 12th at 25 ect. Sorcerers get new spell slot every 3 levels so 10th at 21st 11th at 24th ect. The divine spell ability table is used to determine additional spells past 9th level.
Metamagic is applied to epic spells normally.
Spell lists
yes many of these spells are upgraded versions of lower level spells but I am not very creative so if you have one you want to see in here just send it to me or post it.
Comprehension(Div)
Sor/Wiz 10, Drd 10
Components: V,S
Duration 10min/level
Casting time: Full round
Range: Self
You understand all spoken languages and gain great insight into what those around you are thinking and doing. You gain a +20 bonus to sense motive and a +5 insight bonus to AC, attack rolls, Reflex saves and diplomacy checks. You can use an intelligence check with a +20 bonus to determine what any living creature is thinking
DCs 30 for emotions like fear or hunger 40 for the target of its emotions ie. fear of you or anger at your buddy DC 50 for surface thoughts.
Fleet of foot(trans)
Drd 10,Sor/Wiz 10
components:V,S
Duration: 1 round/level
Casting time: Standard action
Range: Touch
You gain a 100ft bonus to you movement speed. This bonus only applies to your base land speed not any other form of travel such as flight or swimming. This bonus affects your jumping distance.
Mighty Bear's,Bull's,Cat's,Eagle's,Fox's,Owl's Whatever
Clr 11 Sor/Wiz 11 Drd 11
Components: V,S
Duration: 1min/level
Casting time: Standard action
Range: Touch
You gain a +12 enhancement bonus to the respective ability score for the duration of the spell
Cremation
Sor/Wiz 12
Components: V,S
Duration: Instant
Casting time: Standard action
Range: 20ft cone
SR: yes
Save: Ref half
A Blast of intense flames jumps from you hand in a 20ft cone Dealing 2d4/level fire damage(max 60d4) This burns any flamable objects, melts certain metals with low melting points, Scorches stone and melts it if it deals enough damage to break it turning it into lava. If used on a dead body it leaves only the bones.
Battering Ram
Sor/Wiz 10
Components: S
Duration: Instant
Range: Short 50ft+5/2 levels
SR: Maybe
Save: If intelligent
This spell destroys a door,gate or wall. It smashes it to pieces overcoming any protective spells placed upon it. If used on a wall this spell makes a 10 ft square into the wall horizontally and goes through 5 ft per 10 caster levels
Immoveable object
Clr 15 Sor/Wiz 14
Components: V,S
Duration: 5 rounds/level
Range: Personal
This spell creates an exceedingly powerful magical shield that provides a +25 bonus to AC and no spell failure or armor check penalty. This shield also imbues the caster with SR equal to caster level*2. Any magical weapon that strikes the shield must succeed a DC 30 fortitude save or be temporarily drained of 1 point of magical enhancement per 5 caster levels of the caster. This lasts for 2 hours.
Unstoppable Force
Sor/Wiz 14
Components: S
Duration: instant
Range: 1 mile
SR: No
Save: TBD
This is a powerful force attack that sends a single beam of pure force energy less then a centimeter across through everything it touches. This spell deals 40d6 damage to any creature it hits. This affect tears through magical protection easily and acts like a dispel affect with a +25 bonus. It acts as a disjunction spell for the puropose of anti magic fields and if it hits an Immovable object spell then the two dispel one another.
Fire of the Gods
Sor/Wiz: 15 Clr 15
Components: V,S,M,B(backlash)
Duration: Instant
SR: Yes
Save: Ref half
Area: 120 foot cone or 60ft radius
Range: medium 100ft+10ft/caster level(if radius then it acts like a fireball if cone then it simply goes out in front of you.)
This is an intense blast of fire and explosive power that deals 3d6 fire damage/level to anything in the area. This melts rocks and turns them into lava as the rock to lava spell but still affects worked stone. This melts metals and anything combustible is turned to ash. Any creature caught in the blast whether they succeed their save or not has their clothes burnt and armor melted the armor receives a save in the case of success it undergoes the affects of Heat metal at searing for 5 rounds before cooling at the rate depicted there. If it fails then it melts and grafts itself to the skin of the creature wearing it this deals 2 points of constitution damage and 2d4 fire damage for 10 rounds. The armor must be surgically removed if it melts on DC 40 heal check under perfect conditions in the field it requires a DC 80 check and failure results in an additional 5 points of constitution damage as well as 1d6 str and 1d6 Dex damage. If the subject is awake for the surgery then they take 1d6 wisdom damage and 1d6 constitution damage if asleep they take 1d6 constitution damage. A simple heal spell or anything short of a Wish will not remove the armor.
Material Component: a flask of alchemists fire
Backlash: The caster loses their ability to cast temporarily and must wait a number of rounds equal to the spell level in order to gain the ability to cast spells of that level again (ex. must wait 3 rounds for 3rd level 10 rounds for 10th level) this can be replaced by taking 1d6 direct Hit point damage(no mitigation) for each spell level (ex. take 10d6 damage and wait only 5 rounds to recover 15th level spell casting)
More to come! Please offer any advice you have point out mistakes I have made and let me know if this is a ridiculous venture.