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View Full Version : Feat-Based Epic Magic [3.5 Fix, PEACH]



Mr.Bookworm
2011-12-10, 04:42 AM
Too long; didn't read version: You take an Epic feat to gain a single epic spell, which are more-or-less 10th level spells. You get one epic spell slot as a freebie, and then an additional one for every three levels past 21. You can't make items with them or use metamagic with them. Wordier version of the previous three sentences follows for completeness and clarity:

Epic Spells

Acquiring Epic Spells

A character who has a character level of 21 and has a caster level of 21 may take the Acquire Epic Spell feat, gaining one epic spell.

Epic Spellcasting

Once an epic spell is developed, the caster knows the spell. A developed epic spell becomes an indelible part of the caster and may be prepared without a spellbook (if a wizard is the caster). Characters who cast spells spontaneously, such as sorcerers, can cast a developed epic spell by using any open epic spell slot. Druids, clerics, and similar spellcasters can likewise prepare epic spells using epic spell slots.

A spellcaster can prepare or cast any epic spell he or she knows as many times per day as he or she has available epic spell slots. The rules for rest between casting a day’s allotment of epic spells are the same as for rest required to prepare standard spells. If the caster doesn’t use up a day’s allotment of epic spell slots, the unused slots remain available whether or not the spellcaster receives appropriate rest.

Epic Spell Levels

Epic spells have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, epic spells are all treated as if they were 10th-level spells.

Metamagic, Items, and Epic Spells

Metamagic feats and other epic feats that manipulate normal spells cannot be used with epic spells.

A character can’t craft a magic item that casts an epic spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or is use-activated. Only major artifacts, which are beyond the means of even epic characters to create, can possibly contain magic of this power.

The saving throw against a character’s epic spell has a DC of 20 + the character’s relevant ability score modifier.

Epic Spell Terms

Epic Spell

Spells that are different from common spells. Epic spells are usually custom-made. Epic spells do not take up normal spell slots, but instead are gained and used under a completely separate progression.

Epic Spell Slots

A character must have an available epic spell slot to prepare or cast an epic spell, just as he or she needs a normal spell slot for a nonepic spell. A character doesn’t gain epic spell slots by virtue of his or her level and class, however. A character automatically gains one epic level spell slot when takes the Acquire Epic Spell feat. A caster gains one additional epic level spell slot for every three levels past 21 she gains (a 21st level caster has 1 epic spell slot, a 24th level caster has 2, a 27th level caster has 3, and so on).

Dispelling, Epic Spells, and Antimagic Field

A lucky nonepic spellcaster casting greater dispel magic might be able to dispel an epic spell. The game mechanics do not change, and epic spells do not occupy any privileged position allowing them to resist being dispelled other than their presumably high caster level. Likewise, epic spells using the dispel seed can dispel nonepic spells. Such epic spells use the same game mechanic: The check to dispel is 1d20 + a specified number (usually dispeller’s level), and the DC is 11 + the spellcaster’s level.

Antimagic field does not automatically suppress epic spells as it does standard spells. Instead, each time an epic spell is subject to an antimagic field, make a dispel check as a 20th-level caster (1d20 + 20). The epic spell has a DC of 11 + the epic spell’s spellcaster level. If the suppression check is successful, the epic spell is suppressed like any other spell. If the dispel check is unsuccessful, the epic spell functions normally.


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Acquire Epic Spell [Epic]

Prerequisite: Caster level 21

Benefit: You gain one epic level spell.

Special: This feat may be taken more than once.


Gain Epic Spell Slot [Epic]

Prerequisite: Caster level 21, at least one epic spell

Benefit: You gain an additional epic level spell slot.

Special: This feat may be taken more than once.


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Epic Arcane Spells

Animus Blast
Evocation (Cold)
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: 5 ft./level spherical burst
Duration: Instantaneous (see text)
Saving Throw: Reflex half
Spell Resistance: Yes

Enemies within the blast take 1d12 points of cold damage per caster level. Anyone slain by this blast instantly rises as a skeleton under the caster's control. Skeletons raised by the blast may exceed the normal cap on controllable undead HD, but any raised over the cap only last for 1 minute per caster level, falling apart at the end of the duration.

Animus Blizzard
Evocation (Cold)
Components: V, S
Casting Time: 1 minute
Range: Centered on caster
Effect: 1 mile/level blizzard
Duration: 1 hour/level
Saving Throw: Fort half (see text)
Spell Resistance: Yes

The caster creates a supernaturally fierce blizzard centered over his location, stretching for 1 mile per caster level. Treat this as heavy snow, with the effects of a day of heavy snow accumulating within an hour.

Everyone directly exposed to the blizzard takes 1d10 points of cold damage per minute. Everyone sheltered from the storm, but without a source of heat takes 1d10 points of cold damage per hour. Everyone with a sufficient source of heat and shelter does not take damage. The Fortitude save for half damage is made every time the character takes damage.

Anyone slain by the storm rises as a wight under the caster's control. This may not exceed the normal cap placed on undead HD.

Epic Divine Spells


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Been meaning to write this up for a while. Nothing world-shaking.

Redid two of the spells in the ELH as a starter. I'll do the rest in a bit.

Cieyrin
2011-12-10, 10:04 AM
Shouldn't the Animus spells be dual Evocation/Necromancy? You can't normally raise undead via Evocation, since its all about them primal energies, not life and death.

Also, I'm not really seeing what this fixes for Epic Magic so far, unless the goal was to make researching to add to your list not a valid path. I mean, what was wrong with basing the slots off of skill ranks in Knowledge appropriate to your spellcasting tradition? It's not like you can break the hard skill rank cap or get bonus epic spells from high stats.

What're you changing about the epic spell research rules besides removing the Spellcraft DC?

Real Sorceror
2011-12-10, 02:21 PM
Personally, if I were going to do an entirely feat based epic spell system, I'd just roll with the one used in Neverwinter Nights.

Remember that the most broken portion of the 3.0 spells was not the premade spells, but the ability to craft your own spells (the Fortify seed being a big offender).


Epic Spell Slots

A character must have an available epic spell slot to prepare or cast an epic spell, just as he or she needs a normal spell slot for a nonepic spell. A character doesn’t gain epic spell slots by virtue of his or her level and class, however. A character automatically gains one epic level spell slot when takes the Acquire Epic Spell feat. A caster gains one additional epic level spell slot for every three levels past 21 she gains (a 21st level caster has 1 epic spell slot, a 24th level caster has 2, a 27th level caster has 3, and so on).
You also contradict yourself in this paragraph. If the character gains a slot every 3 levels, then he actually does progress by virtue of his character level.

Now, when I use epic spells in our home games, I tend to base it off the ancient Netherese fluff presented in Faerun, in which there actually are natural spells and slots up to 12 level. In this case, you either create a set of premade epic spells that don't suck, or you just divide up the existing ones into these levels based on their strength and spellcraft DC. Of course in this case you'd probably want provide some additional bonus/class features for non-casters so they don't fall behind (not that they dont already with the existing system)

Your idea isn't horrible, but its going to be feat intensive if you want to know more than one spell, and thats going to make it a subpar option compared to other feats a caster could be taking.