Belial_the_Leveler
2007-03-13, 06:58 PM
It is widely known to the epic DnD community that Epic Spellcasting is a system that while flexible and allowing for flavorful spells, it also allows for easy abuse. Furthermore, it is a very complicated monster of a ruleset and is based on a single feat, precluding gradual increase of spellcasting ability with levels. I believe we're trying to fix the wrong thing instead of using tools we already have. For instance, as an epic player I've rarely, if ever, used Epic Spells to deal direct damage because intensified meteor swarms do ~400 damage each. I used epic magic because there were no high-level summoning, protection, transmutation, necromancy, dispelling and non-combat effects. The reason is lack of feats that improve these effects whereas almost any metamagic feat can improve damage spells. Here's an attempt to rectify that. Note that the metamagic feats here are a bit more complex than those normally seen. This is because each feat contains the mechanic for one part of Epic Spellcasting. Overall, this system is less customisable than the official-but far more balanced. The balancing is based upon the facts that higher level spell slots cannot be increased with a few cheap buffs or items like the Spellcraft skill can and mitigating factors are far more limited. In addition, Epic spellcasting ability is gradually gained over levels, not by taking a single feat. To take every single feat here you need 12 epic feats plus 1 ISC as perequisite-something that can't be done before level 38. To effectively use all 12 feats and have a number of high-level spell slots to cast a variety of epic spells, you'll have to be closer to level 50. On the other hand, casters that want to focus on a single aspect of Epic Spells (say, summoning) need only that feat and ISC feats for the casting.
General rules:
Spells above 9th level should resist antimagic/dead magic just like Epic Spells as described in the SRD. Disjunction and similar auto-dispel effects should only work automatically on spells of 9th level and lower. Versus 10th level and higher spells, they should make an uncapped dispel check instead. These two rules are to prevent a 6th level and a 9th level spell respectively from automatically defeating epic magic.
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.
Epic Summoning [Epic Metamagic]
You can amplify your summoning and calling spells beyond the boundaries of normal magic by casting them through higher level slots.
Prerequisites: At least one 10th level spell slot, at least 1 summoning or calling spell of 8th level or higher.
Benefits: You can use spell slots of higher than 9th level to cast summoning or calling spells. For every slot level above 9th, you can summon or call creatures of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
Normal: You can use a higher level slot to cast a low level spell normally.
Special: You can't summon a creature of a CR higher than 2/3 your own.
Balancing: Even for summon monster IX amplified in this way, summoned creatures will be of a CR 2/3 that of the caster. Called creatures might be stronger but the caster has no direct control over them.
Epic Animation [Epic Metamagic]
You may animate more powerful creatures through necromancy, awakening magic or animating magic by using higher-level spell slots.
Prerequisites: At least one 10th level spell slot, at least 1 create undead-, awaken- or animate- type spell of 7th level or higher.
Benefits: You can use spell slots of higher than 9th level to cast create undead, awaken and animate objects spells. For every slot level above 9th, you can create beings of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
Normal: You can use a higher level slot to cast a low level spell normally.
Special: You may not animate, awaken or animate a creature with CR more than 2/3 your own.
Balancing: Same as with Epic Summoning.
Spellstorm [Epic Metamagic]
You may use a higher level slot to cast a barrage of low-level spells over a wide area.
Prerequisites: At least one 10th level spell slot, 30 ranks in spellcraft.
Benefits: You may use a 10th level or higher spell slot to cast any number of lower level area, aimed or targeted spells whose total of spell levels squared are equal or less than the square of the spell slot's level. No two spells can be aimed or targeted at the same targets or affect the same areas. Casting a Spellstorm is a full-round action and all the spells take effect simultaneously. E.g. an epic spellcaster could use a 10th level slot to cast 11 fireballs at different areas or 4 cloudkill spells aimed at different areas or two cloudkills and two Phantasmal Killers or 100 magic missiles, each aimed at a different creature. You must know the spells to be added in a spellstorm.
Normal: You can use a higher level slot to cast a sngle lower level spell.
Special: You may not modify the entire spellstorm with metamagic feats but metamagicked spells can be included within a spellstorm.
Balancing: A spellstorm is practically useless against standard encounters because the effects of the spells are spread too thin. It is useful in wars where a legendary wizard can kill entire armies of very low level opponents.
Combined Spell [Epic Metamagic]
You may use a higher level slot to cast a combination of lower-level effects.
Prerequisites: At least one 10th level spell slot, 24 ranks in spellcraft.
Benefits: You may use a 10th level or higher spell slot to cast a combination of lower-level spells whose spell level total adds up to the level of the slot. The combination works as if the spells have been separately cast at the same round in the order you choose but counts as a single standard action. Make any choices for the spells (targets/area, effects) at the time of the casting.
Special: No single spell can be used more than once in a combined spell. You may not modify a combined spell with metamagic feats nor can metamagicked spells be contained within.
Normal: You can use a higher level slot to cast a sngle lower level spell.
Balancing: Combined spell exchanges firepower for multiple effects. Separate spells, even when all aimed at the same target, are not as powerful as a single metamagicked spell of that level-but they are more versatile.
Lasting Spell [Epic Metamagic]
You may make a spell permanent by sacrificing a portion of your magical powers.
Prerequisites: At least one 10th level spell slot, extend spell, persistent spell.
Benefits: You may modify any spell whose duration is 24 hours or more with this feat. The spell becomes permanent. Instead of a higher spell slot, you lose the spell slot used to cast the spell-its power is used to fuel the magic. If you later dismiss the lasting spell or it is dispelled, you regain the slot 24 hours later.
Special: If the caster dies without reclaiming the slot, the spell remains until dispelled.
Balancing: A lasting spell is a spell you could already have active all the time by simply casting it once per day. Lasting spell allows for spells to be cast and left-the end result is the same as you lose the spell slot in both cases.
Universal Energy Substitution [Epic Metamagic]
You may change the damage type of a spell from any type into any type.
Prerequisites: At least one 10th level spell slot, 2 metamagic feats or abilities that change spell damage type or mastery of elements.
Benefits: You can change the damage type of a spell to other types. If you change the damage into another standard energy type, the spell level remains unchanged. If you change the damage into less common types such as force, negative energy, positive energy, piercing, slashing or crushing then the spell level is increased by 1. If you change the damage into untyped damage, divine damage and other types where no resistance/immunity may apply, then the spell level increases by 2.
Balancing: There are already feats that make half of a spell's damage into untyped/irresistible damage types (sacred spell, corrupt spell, piercing cold, searing flame) as nonepic feats.
Overchannel [Epic Metamagic]
You may use lower-level slots to cast higher level spells at the expense of your life-force.
Prerequisites: At least one 10th level spell slot, empower spell, maximise spell.
Benefits: You may use slots to cast higher level spells than normal for that slot. Spellcasters that prepare their spells can apply metamagic feats without increasing the spell's level on a prepared spell at the time of the casting. Spontaneous casters can both apply metamagic feats and cast a spell of a higher level. In both cases, for every spell level above normal, the caster takes 10d6 backlash damage or burns 500 experience points. You can burn a maximum of 5.000 experience points in this way and take a maximum backlash of 2d6 per hit die you have. You can't somehow evade these costs or become immune to the damage-as they fuel the casting if you don't pay them the spell fails. Backlash damage only heals through resting-no amount of healing magic, fast healing, regeneration or the heal skill can help you recover faster.
Special: A caster can only overchanner willingly and knowingly-he cannot be tricked or compelled, magically or not, into doing so. If you die due to backlash massive damage and get raised or ressurected, you lose permanently one character level no matter the way used to bring you back. If you die due to backlash higher than your HP+9 then you can't be brought back to life in any way.
Balancing: XP costs and dangerous, slow-healing backlash damage are costs that cannot be bypassed and always have a substantial impact on a PC. They are as balanced as Wish and Gate for a 20th level character-their balancing factor being that a PC will only resort to them in major encounters and desparate situations.
Spell Sculptor [Epic Metamagic]
You can alter the area of a spell to nearly anything you desire.
Prerequisites: At least one 10th level spell slot, widen spell, chain spell, mastery of shaping or sculpt spell.
Benefits: You can change the aiming descriptor of a spell between area, 1 target per caster level, single target, ray, touch or personal. From touch or personal to ray or target increases the spell level by +1. From ray or target to area or 1 target per caster level increases the spell level by another +2. The reverse is also possible but you can't reduce the spell level below 10th. No two targets can be further than 60 feet apart. The basic dimensions of the available areas are 120 ft line, 20-ft burst or spread, 15-ft cube, 60 ft cone or 10 ft cylinder 30 ft high.
You may increase the area of effect of the spell. For every spell level increase, the area dimensions increase by 50%. If the basic spell has another area and that area hasn't been changed, then this increase applies to that area's dimensions. If the basic spell area already has larger or smaller dimensions and is changed from one area type into another, then the new area will be correspondingly larger or smaller.
Special: Spell Sculptor can't be combined with any other metamagic feat that alters a spell's area or targetting.
Balancing: The area increase is slightly more powerful than Widen Spell. Unlike Widen Spell though, it is not affected by Improved Metamagic. The targeting increase is more powerful than chain spell. Similarly, it is not affected by improved metamagic. The feat is an epic feat and has both these feats as perequisites along with sculpt spell or mastery of shaping.
Spellforge [Epic Metamagic]
You create a new effect from lower level spells.
Prerequisites: At least one 10th level slot, Combined Spell.
Benefits: You combine any number of lower level spells that you know, whose spell level total is equal to the spell slot level you are using into a single, larger effect. The new effect's range is the longest range of the original spells. Its area of effect or number of targets is the average of those of the original spells. Its duration is the shortest of the original spell durations or parts of the spell can have their own durations (caster's choice). In the spell effect you create, you may combine the original effects in any order you want and even place triggerring sequences or have the next effect in the sequence be based on the previous effect.
Examples: In a dominate+planar binding+bull's strength forging, you could call a creature, dominate it then enhance it with bull's strength. In a Create Greater Undead+Control Undead+True Ressurection, you could raise the spectre of a dead being, command it to follow your will then True Ressurect the original dead being against its will. In a Gate+Meteor Swarm combination you could open a portal and send the four meteors in a nearby continent.
Special: Unlike Combine Spell, Spellforge counts as a single spell of a level equal to the slot level used. It has a single saving throw and spell resistance check for all the effects in it that require one. Metamagic feats can't be used on a Spellforge as a whole though parts of the spell may be metamagicked spells.
Balancing: Spellforge essentially allows the making of unique combination effects. The effects of the final spell already exist but it allows some combinations that simply casting the spells in a sequence could not bring about. DMs may need to disallow some combinations that are unreasonable but if the final effect is based on balanced core spells, it should be balanced as well.
Raise Ward [Epic Metamagic]
You create an area spell effect that applies lower-level spell effects in an area:
Benefits: Choose an area abjuration spell that you know such as repulsion, hallow or forbiddance. You may add the effect of area or targeted spells with a duration of 1 round/level or more to the base effect. These effects are continously active within the ward. You may add the effect of instantaneous spells to the effect of the ward. These effects are applied to creatures every time they enter the ward. No spells with costly components can be added in this way.
You may add spells available as spell-like abilities to creatures within. Such spells are available once per day. For 3 times per day increase the added spell's base level by 3. For 5 times per day increase the added spell's base level by 6 instead. The creature that uses this spell-like ability must provide any costly components at the time of the casting.
You may key each component at specific triggers such as creature type, alignment, race or specific events. This increases the added spell's level by 1.
The square of the spell slot level used for the Ward must equal the total of the squares of all added effects, including the base effect, with a minimum of a 10th level slot used for any ward.
The final spell uses the area of effect of the original spell but it is immobile even if the original spell moved with the caster. Its duration is the duration of the original spell or 10 minutes/level, whichever is less. The casting time of a Ward is at least 1 minute per total spell level.
Special: Each spell can only be applied once. Dischargable spells that are continiously active recharge 24 hours after they have been discharged. No two wards can be raised in the same place. If the areas of two or more wards overlap, only the higher-level ward functions. If the wards are the same level, make a caster level check once per round to see which ward applies that round. Wards can only be modified by metamagic effects that affect duration or area of effect.
Balancing: Another combination effect, Raise Ward's balance is based on the fact that they can't be affected by metamagic that could increase their numeric effects and the fact that a Ward is a static spell with a very long casting time. In any case, DMs should be careful of non-core spells used in combinations.
Epic Circle Magic [Epic Metamagic]
You can combine powers with other spellcasters to cast a much more powerful spell than anyone could on his own.
Prerequisites: At least one 10th level slot, 1 epic metamagic feat, 27 ranks in spellcraft.
Benefits: You can use a lower level slot to cast a high-level spell by drawing upon the power offered by other casters. Each additional caster offers a spell slot. Add up 1/2 the squares of all spell slot levels offered to the square of your spell slot level. This total must equal or surpass the square of the slot level of the spell to be cast.
Secondary casters must be trained in Circle Magic (the nonepic version) and participate of their own free will. Each additional caster increases the spell's casting time by 1 hour. Spell slots offered must be at least 5th level. Rituals cannot be made contingent.
Special: Only the primary caster in a ritual can Overchannel. Ritual Magic can only be used to cast area and effect spells.
Balancing: Unlike the broken rituals in Epic Spellcasting, this version has a number of safeguards. The first is that the addition of spell levels is not linear. The difficulty of casting a spell of higher level than normal increases geometrically. The second is that casters must be of at least average level, precluding the vast majority of NPC spellcasters. The third is that additional casters must be specifically trained in circle magic and this excludes any creatures with innate spellcasting. The fourth safeguard is that rituals have a minimum of several hours casting time and can't be made contingent-you can't cast them then go into battle and unleash an extremely powerful magic. Last but not least, as rituals can be used only in area and effect spells, they can't be used as buffs or targetted magic in general. Therefore, the caster can't get the ridiculous bonuses normal Epic Spellcasting allows.
EDIT 1: cleared up a bit the description for the spell level of Raise Ward and added functionality to amplify spell.
EDIT 2: put safeguards in amplify spell to prevent overbuffing by creatures with Divine Spellcasting.
General rules:
Spells above 9th level should resist antimagic/dead magic just like Epic Spells as described in the SRD. Disjunction and similar auto-dispel effects should only work automatically on spells of 9th level and lower. Versus 10th level and higher spells, they should make an uncapped dispel check instead. These two rules are to prevent a 6th level and a 9th level spell respectively from automatically defeating epic magic.
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.
Epic Summoning [Epic Metamagic]
You can amplify your summoning and calling spells beyond the boundaries of normal magic by casting them through higher level slots.
Prerequisites: At least one 10th level spell slot, at least 1 summoning or calling spell of 8th level or higher.
Benefits: You can use spell slots of higher than 9th level to cast summoning or calling spells. For every slot level above 9th, you can summon or call creatures of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
Normal: You can use a higher level slot to cast a low level spell normally.
Special: You can't summon a creature of a CR higher than 2/3 your own.
Balancing: Even for summon monster IX amplified in this way, summoned creatures will be of a CR 2/3 that of the caster. Called creatures might be stronger but the caster has no direct control over them.
Epic Animation [Epic Metamagic]
You may animate more powerful creatures through necromancy, awakening magic or animating magic by using higher-level spell slots.
Prerequisites: At least one 10th level spell slot, at least 1 create undead-, awaken- or animate- type spell of 7th level or higher.
Benefits: You can use spell slots of higher than 9th level to cast create undead, awaken and animate objects spells. For every slot level above 9th, you can create beings of +1 CR above the normal for the spell in question. This CR increase results in advanced version of creatures or similar, more powerful creatures.
Normal: You can use a higher level slot to cast a low level spell normally.
Special: You may not animate, awaken or animate a creature with CR more than 2/3 your own.
Balancing: Same as with Epic Summoning.
Spellstorm [Epic Metamagic]
You may use a higher level slot to cast a barrage of low-level spells over a wide area.
Prerequisites: At least one 10th level spell slot, 30 ranks in spellcraft.
Benefits: You may use a 10th level or higher spell slot to cast any number of lower level area, aimed or targeted spells whose total of spell levels squared are equal or less than the square of the spell slot's level. No two spells can be aimed or targeted at the same targets or affect the same areas. Casting a Spellstorm is a full-round action and all the spells take effect simultaneously. E.g. an epic spellcaster could use a 10th level slot to cast 11 fireballs at different areas or 4 cloudkill spells aimed at different areas or two cloudkills and two Phantasmal Killers or 100 magic missiles, each aimed at a different creature. You must know the spells to be added in a spellstorm.
Normal: You can use a higher level slot to cast a sngle lower level spell.
Special: You may not modify the entire spellstorm with metamagic feats but metamagicked spells can be included within a spellstorm.
Balancing: A spellstorm is practically useless against standard encounters because the effects of the spells are spread too thin. It is useful in wars where a legendary wizard can kill entire armies of very low level opponents.
Combined Spell [Epic Metamagic]
You may use a higher level slot to cast a combination of lower-level effects.
Prerequisites: At least one 10th level spell slot, 24 ranks in spellcraft.
Benefits: You may use a 10th level or higher spell slot to cast a combination of lower-level spells whose spell level total adds up to the level of the slot. The combination works as if the spells have been separately cast at the same round in the order you choose but counts as a single standard action. Make any choices for the spells (targets/area, effects) at the time of the casting.
Special: No single spell can be used more than once in a combined spell. You may not modify a combined spell with metamagic feats nor can metamagicked spells be contained within.
Normal: You can use a higher level slot to cast a sngle lower level spell.
Balancing: Combined spell exchanges firepower for multiple effects. Separate spells, even when all aimed at the same target, are not as powerful as a single metamagicked spell of that level-but they are more versatile.
Lasting Spell [Epic Metamagic]
You may make a spell permanent by sacrificing a portion of your magical powers.
Prerequisites: At least one 10th level spell slot, extend spell, persistent spell.
Benefits: You may modify any spell whose duration is 24 hours or more with this feat. The spell becomes permanent. Instead of a higher spell slot, you lose the spell slot used to cast the spell-its power is used to fuel the magic. If you later dismiss the lasting spell or it is dispelled, you regain the slot 24 hours later.
Special: If the caster dies without reclaiming the slot, the spell remains until dispelled.
Balancing: A lasting spell is a spell you could already have active all the time by simply casting it once per day. Lasting spell allows for spells to be cast and left-the end result is the same as you lose the spell slot in both cases.
Universal Energy Substitution [Epic Metamagic]
You may change the damage type of a spell from any type into any type.
Prerequisites: At least one 10th level spell slot, 2 metamagic feats or abilities that change spell damage type or mastery of elements.
Benefits: You can change the damage type of a spell to other types. If you change the damage into another standard energy type, the spell level remains unchanged. If you change the damage into less common types such as force, negative energy, positive energy, piercing, slashing or crushing then the spell level is increased by 1. If you change the damage into untyped damage, divine damage and other types where no resistance/immunity may apply, then the spell level increases by 2.
Balancing: There are already feats that make half of a spell's damage into untyped/irresistible damage types (sacred spell, corrupt spell, piercing cold, searing flame) as nonepic feats.
Overchannel [Epic Metamagic]
You may use lower-level slots to cast higher level spells at the expense of your life-force.
Prerequisites: At least one 10th level spell slot, empower spell, maximise spell.
Benefits: You may use slots to cast higher level spells than normal for that slot. Spellcasters that prepare their spells can apply metamagic feats without increasing the spell's level on a prepared spell at the time of the casting. Spontaneous casters can both apply metamagic feats and cast a spell of a higher level. In both cases, for every spell level above normal, the caster takes 10d6 backlash damage or burns 500 experience points. You can burn a maximum of 5.000 experience points in this way and take a maximum backlash of 2d6 per hit die you have. You can't somehow evade these costs or become immune to the damage-as they fuel the casting if you don't pay them the spell fails. Backlash damage only heals through resting-no amount of healing magic, fast healing, regeneration or the heal skill can help you recover faster.
Special: A caster can only overchanner willingly and knowingly-he cannot be tricked or compelled, magically or not, into doing so. If you die due to backlash massive damage and get raised or ressurected, you lose permanently one character level no matter the way used to bring you back. If you die due to backlash higher than your HP+9 then you can't be brought back to life in any way.
Balancing: XP costs and dangerous, slow-healing backlash damage are costs that cannot be bypassed and always have a substantial impact on a PC. They are as balanced as Wish and Gate for a 20th level character-their balancing factor being that a PC will only resort to them in major encounters and desparate situations.
Spell Sculptor [Epic Metamagic]
You can alter the area of a spell to nearly anything you desire.
Prerequisites: At least one 10th level spell slot, widen spell, chain spell, mastery of shaping or sculpt spell.
Benefits: You can change the aiming descriptor of a spell between area, 1 target per caster level, single target, ray, touch or personal. From touch or personal to ray or target increases the spell level by +1. From ray or target to area or 1 target per caster level increases the spell level by another +2. The reverse is also possible but you can't reduce the spell level below 10th. No two targets can be further than 60 feet apart. The basic dimensions of the available areas are 120 ft line, 20-ft burst or spread, 15-ft cube, 60 ft cone or 10 ft cylinder 30 ft high.
You may increase the area of effect of the spell. For every spell level increase, the area dimensions increase by 50%. If the basic spell has another area and that area hasn't been changed, then this increase applies to that area's dimensions. If the basic spell area already has larger or smaller dimensions and is changed from one area type into another, then the new area will be correspondingly larger or smaller.
Special: Spell Sculptor can't be combined with any other metamagic feat that alters a spell's area or targetting.
Balancing: The area increase is slightly more powerful than Widen Spell. Unlike Widen Spell though, it is not affected by Improved Metamagic. The targeting increase is more powerful than chain spell. Similarly, it is not affected by improved metamagic. The feat is an epic feat and has both these feats as perequisites along with sculpt spell or mastery of shaping.
Spellforge [Epic Metamagic]
You create a new effect from lower level spells.
Prerequisites: At least one 10th level slot, Combined Spell.
Benefits: You combine any number of lower level spells that you know, whose spell level total is equal to the spell slot level you are using into a single, larger effect. The new effect's range is the longest range of the original spells. Its area of effect or number of targets is the average of those of the original spells. Its duration is the shortest of the original spell durations or parts of the spell can have their own durations (caster's choice). In the spell effect you create, you may combine the original effects in any order you want and even place triggerring sequences or have the next effect in the sequence be based on the previous effect.
Examples: In a dominate+planar binding+bull's strength forging, you could call a creature, dominate it then enhance it with bull's strength. In a Create Greater Undead+Control Undead+True Ressurection, you could raise the spectre of a dead being, command it to follow your will then True Ressurect the original dead being against its will. In a Gate+Meteor Swarm combination you could open a portal and send the four meteors in a nearby continent.
Special: Unlike Combine Spell, Spellforge counts as a single spell of a level equal to the slot level used. It has a single saving throw and spell resistance check for all the effects in it that require one. Metamagic feats can't be used on a Spellforge as a whole though parts of the spell may be metamagicked spells.
Balancing: Spellforge essentially allows the making of unique combination effects. The effects of the final spell already exist but it allows some combinations that simply casting the spells in a sequence could not bring about. DMs may need to disallow some combinations that are unreasonable but if the final effect is based on balanced core spells, it should be balanced as well.
Raise Ward [Epic Metamagic]
You create an area spell effect that applies lower-level spell effects in an area:
Benefits: Choose an area abjuration spell that you know such as repulsion, hallow or forbiddance. You may add the effect of area or targeted spells with a duration of 1 round/level or more to the base effect. These effects are continously active within the ward. You may add the effect of instantaneous spells to the effect of the ward. These effects are applied to creatures every time they enter the ward. No spells with costly components can be added in this way.
You may add spells available as spell-like abilities to creatures within. Such spells are available once per day. For 3 times per day increase the added spell's base level by 3. For 5 times per day increase the added spell's base level by 6 instead. The creature that uses this spell-like ability must provide any costly components at the time of the casting.
You may key each component at specific triggers such as creature type, alignment, race or specific events. This increases the added spell's level by 1.
The square of the spell slot level used for the Ward must equal the total of the squares of all added effects, including the base effect, with a minimum of a 10th level slot used for any ward.
The final spell uses the area of effect of the original spell but it is immobile even if the original spell moved with the caster. Its duration is the duration of the original spell or 10 minutes/level, whichever is less. The casting time of a Ward is at least 1 minute per total spell level.
Special: Each spell can only be applied once. Dischargable spells that are continiously active recharge 24 hours after they have been discharged. No two wards can be raised in the same place. If the areas of two or more wards overlap, only the higher-level ward functions. If the wards are the same level, make a caster level check once per round to see which ward applies that round. Wards can only be modified by metamagic effects that affect duration or area of effect.
Balancing: Another combination effect, Raise Ward's balance is based on the fact that they can't be affected by metamagic that could increase their numeric effects and the fact that a Ward is a static spell with a very long casting time. In any case, DMs should be careful of non-core spells used in combinations.
Epic Circle Magic [Epic Metamagic]
You can combine powers with other spellcasters to cast a much more powerful spell than anyone could on his own.
Prerequisites: At least one 10th level slot, 1 epic metamagic feat, 27 ranks in spellcraft.
Benefits: You can use a lower level slot to cast a high-level spell by drawing upon the power offered by other casters. Each additional caster offers a spell slot. Add up 1/2 the squares of all spell slot levels offered to the square of your spell slot level. This total must equal or surpass the square of the slot level of the spell to be cast.
Secondary casters must be trained in Circle Magic (the nonepic version) and participate of their own free will. Each additional caster increases the spell's casting time by 1 hour. Spell slots offered must be at least 5th level. Rituals cannot be made contingent.
Special: Only the primary caster in a ritual can Overchannel. Ritual Magic can only be used to cast area and effect spells.
Balancing: Unlike the broken rituals in Epic Spellcasting, this version has a number of safeguards. The first is that the addition of spell levels is not linear. The difficulty of casting a spell of higher level than normal increases geometrically. The second is that casters must be of at least average level, precluding the vast majority of NPC spellcasters. The third is that additional casters must be specifically trained in circle magic and this excludes any creatures with innate spellcasting. The fourth safeguard is that rituals have a minimum of several hours casting time and can't be made contingent-you can't cast them then go into battle and unleash an extremely powerful magic. Last but not least, as rituals can be used only in area and effect spells, they can't be used as buffs or targetted magic in general. Therefore, the caster can't get the ridiculous bonuses normal Epic Spellcasting allows.
EDIT 1: cleared up a bit the description for the spell level of Raise Ward and added functionality to amplify spell.
EDIT 2: put safeguards in amplify spell to prevent overbuffing by creatures with Divine Spellcasting.